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shader_type spatial;

uniform sampler2DArray textures : filter_nearest, source_color;
uniform int elements_per_row;

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

void fragment() {
	// Called for every pixel the material is visible on.
	int index = int(UV2.y) * elements_per_row + int(UV2.x);
	vec4 element = texture(textures, vec3(UV, float(index)));
	ALBEDO = element.rgb;
	//ALPHA = element.a;
}

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