shader_type spatial;
render_mode shadows_disabled, unshaded, cull_disabled;

void fragment() {
	if (FRONT_FACING) {
		ALBEDO = vec3(1.0, 0.0, 0.0);
		ALPHA = 0.5;
	} else {
		ALBEDO = vec3(0.0, 1.0, 0.0);
		ALPHA = 0.1;
	}
}