shader_type spatial;
render_mode unshaded;

uniform int mode = 1;
uniform sampler2D gradient;
varying vec3 world_position;
varying flat float color;
void vertex() {
	// Called for every vertex the material is visible on.
	world_position = VERTEX;
	color = COLOR.r;
}

void fragment() {
	// Called for every pixel the material is visible on.
	float temp = sin((world_position.y-95.0) / 60.0);
	
	temp = clamp(temp, 0.0, 1)*28.0;
	if (mode == 1) {
		ALBEDO = vec3(COLOR.r, COLOR.g, COLOR.b);
	}
	if (mode == 2)
	{
		vec4 ree = texture(gradient, vec2(color));
		ALBEDO = vec3(ree.x, ree.y, ree.z);
	}
}

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