// 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; }