shader_type spatial;
render_mode unshaded;

instance uniform int id;

void vertex() {
	// Called for every vertex the material is visible on.
}

void fragment() {
	ALBEDO = vec3(cos(TIME + float(id) * 0.01), sin(TIME + float(id) * 0.01), tan(TIME + float(id) * 0.01));
}

void light() {
	DIFFUSE_LIGHT = vec3(1.0, 1.0, 1.0);
}
