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@@ -1,16 +0,0 @@
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shader_type spatial;
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render_mode cull_disabled;
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uniform sampler2D tileset : filter_nearest;
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void vertex() {
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}
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void fragment() {
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vec4 textureColor = texture(tileset, UV) * COLOR;
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if(textureColor.a == 0.0)
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discard;
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ALBEDO = textureColor.rgb;
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}
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