shader_type spatial;
uniform vec4 color : source_color;
uniform float strength : hint_range(0.0, 1.0, 0.1);
void vertex() {
	// Called for every vertex the material is visible on.
}

void fragment() {
	// Called for every pixel the material is visible on.
	ALBEDO = color.rgb;
	ALPHA = strength;
}

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