shader_type spatial;

render_mode unshaded,blend_add,world_vertex_coords,cull_disabled;

uniform sampler2D tex;

void vertex(){
	vec3 a = mix(WORLD_MATRIX[3].xyz,WORLD_MATRIX[2].xyz,UV.y);
	vec3 b = mix(WORLD_MATRIX[0].xyz,WORLD_MATRIX[1].xyz,UV.y);
	VERTEX = mix(a,b,UV.x);

	UV.x = (INSTANCE_CUSTOM.w-1.0 - UV.x)/INSTANCE_CUSTOM.z;
}

void fragment(){
	vec4 T = texture(tex,UV);
	ALBEDO = T.xyz;
	ALPHA = T.w;
}