Random combination code
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// NOTE: Shader automatically converted from Godot Engine 4.0.beta15's StandardMaterial3D.
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shader_type spatial;
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render_mode specular_disabled;
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void light() {
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float diff = LIGHT_COLOR.b - LIGHT_COLOR.g - LIGHT_COLOR.r;
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if (diff > 0.5 && LIGHT_COLOR.b > LIGHT_COLOR.g && LIGHT_COLOR.b > LIGHT_COLOR.r) {
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DIFFUSE_LIGHT += clamp(dot(NORMAL, LIGHT), 0.0, 1.0) * ATTENUATION * ALBEDO;
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ALPHA = ATTENUATION;
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}
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}
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void fragment() {
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ALBEDO = vec3(0.4, 0.8, 1.0);
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EMISSION = vec3(0.4, 0.8, 1.0);
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ALPHA = 0.0;
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}
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