[gd_scene load_steps=4 format=3 uid="uid://bmqy37qumb7um"] [ext_resource type="PackedScene" uid="uid://dv3a33uojtwi0" path="res://Objects/Meshes/tekst.glb" id="1_riskl"] [sub_resource type="Shader" id="Shader_qmlbg"] code = "// 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; } " [sub_resource type="ShaderMaterial" id="ShaderMaterial_q8ihn"] render_priority = 0 shader = SubResource("Shader_qmlbg") [node name="tekst" instance=ExtResource("1_riskl")] [node name="Text" parent="." index="0"] surface_material_override/0 = SubResource("ShaderMaterial_q8ihn")