init
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shader_type canvas_item;
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render_mode blend_premul_alpha;
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uniform vec4 tint : source_color = vec4(1.0, 1.0, 1.0, 1.0);
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void fragment() {
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vec4 color = texture(TEXTURE, UV) * COLOR * tint;
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#ifdef ALPHA_CLIP
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if (color.a < 0.001)
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discard;
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#endif
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COLOR = color;
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}
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