build update
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@@ -1,11 +1,13 @@
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shader_type spatial;
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uniform float alpha;
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uniform vec3 color;
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void vertex() {
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// Called for every vertex the material is visible on.
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}
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void fragment() {
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ALBEDO = vec3(0,1.0,0);
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ALBEDO = color;
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ALPHA = alpha;
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}
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