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; }