shader_type spatial;
render_mode cull_front, unshaded;

uniform vec3 color : source_color = vec3(0,0,0);
uniform float thickness : hint_range(0.0, 1.0, 0.01) = 0.03;

void vertex() {
	VERTEX += thickness*NORMAL;
}

void fragment() {
	ALBEDO = color;
}