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shader_type spatial;
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uniform sampler2DArray skins : source_color, filter_linear_mipmap, repeat_enable;
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instance uniform int skin_index = 0;
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void fragment() {
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vec4 tex_color = texture(skins, vec3(UV, float(skin_index)));
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ALBEDO = tex_color.rgb;
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// optional if alpha
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// ALPHA = tex_color.a;
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}
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