// NOTE: Shader automatically converted from Godot Engine 4.0.beta15's StandardMaterial3D.

shader_type spatial;
render_mode specular_disabled;


void light() {
	float diff = LIGHT_COLOR.b - LIGHT_COLOR.g - LIGHT_COLOR.r;
	if (diff > 0.5 && LIGHT_COLOR.b > LIGHT_COLOR.g && LIGHT_COLOR.b > LIGHT_COLOR.r) {
	    DIFFUSE_LIGHT += clamp(dot(NORMAL, LIGHT), 0.0, 1.0) * ATTENUATION * ALBEDO;
		ALPHA = ATTENUATION;
	}
}


void fragment() {
	ALBEDO = vec3(0.4, 0.8, 1.0);
	EMISSION = vec3(0.4, 0.8, 1.0);
	ALPHA = 0.0;
}
