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shader_type spatial;

uniform sampler2DArray textures : filter_nearest, source_color;

void vertex() {
	// Called for every vertex the material is visible on.
	//vec4 element = texture(textures, vec3(UV, UV2.x));
	//COLOR = element.rgba;
}

void fragment() {
	// Called for every pixel the material is visible on.
	vec4 element = texture(textures, vec3(UV, UV2.x));
	ALBEDO = element.rgb;
}

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