19 lines
452 B
Plaintext
19 lines
452 B
Plaintext
shader_type spatial;
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//render_mode vertex_lighting;
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uniform sampler2D textureMap : source_color;
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void vertex() {
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// Called for every vertex the material is visible on.
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}
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void fragment() {
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ALBEDO = texture(textureMap, UV).rgb;
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//LIGHT_VERTEX = vec3(0.0);
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}
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void light() {
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float lambert = clamp(dot(NORMAL, LIGHT), 0.0, 1.0);
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float halfLambert = pow(lambert*0.5 + 0.5, 5);
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DIFFUSE_LIGHT += halfLambert * ATTENUATION * LIGHT_COLOR / PI;
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} |