shader_type spatial;

uniform sampler2D albedo : hint_default_black, source_color;

void vertex() {

}

void fragment() {
	// Called for every pixel the material is visible on.
	vec4 col = texture(albedo, UV);
	ALPHA = col.w;
	ALBEDO = col.xyz;
}

//void light() {
//	// Called for every pixel for every light affecting the material.
//	// Uncomment to replace the default light processing function with this one.
//}
