shader_type spatial;
//render_mode vertex_lighting;

uniform sampler2D textureMap : source_color;

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

void fragment() {
	ALBEDO = texture(textureMap, UV).rgb;
	//LIGHT_VERTEX = vec3(0.0);
}

 void light() {
 	float lambert = clamp(dot(NORMAL, LIGHT), 0.0, 1.0);
 	float halfLambert = pow(lambert*0.5 + 0.5, 5);
    DIFFUSE_LIGHT += halfLambert * ATTENUATION * LIGHT_COLOR / PI;
 }