shader_type spatial;
render_mode cull_disabled;

uniform sampler2D tex : source_color, filter_nearest;
uniform float intensity = 1;

void vertex() {
	// Called for every vertex the material is visible on.
}

void fragment() {
	vec4 color = texture(tex,UV);
	ALBEDO = vec3(0,0,0);
	EMISSION = color.rgb * intensity;
	ALPHA = color.a;
}

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