burnage
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@@ -0,0 +1,21 @@
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shader_type spatial;
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render_mode cull_disabled;
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uniform sampler2D tex : source_color, filter_nearest;
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uniform float intensity = 1;
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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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vec4 color = texture(tex,UV);
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ALBEDO = vec3(0,0,0);
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EMISSION = color.rgb * intensity;
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ALPHA = color.a;
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}
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//void light() {
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// // Called for every pixel for every light affecting the material.
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// // Uncomment to replace the default light processing function with this one.
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//}
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