shader_type spatial; /*uniform vec4 color: source_color;*/ /*uniform float diffuse; uniform float diffuse_envelope; uniform float specular; uniform float specular_envelope; uniform float luminosity; uniform float luminosity_envelope; uniform float reflectivity; uniform float reflectivity_envelope; uniform float translucency; uniform float translucency_envelope; uniform float transparency; uniform float transparency_envelope;*/ uniform sampler2D tex_color: source_color; uniform sampler2D tex_diffuse: source_color; void fragment() { ALBEDO = texture(tex_color, UV).rgb; } void light() { DIFFUSE_LIGHT = texture(tex_diffuse, UV2).rgb; }