shader_type spatial; render_mode specular_disabled; uniform vec4 ground_color : source_color; uniform float outline_mask = 1.0; varying vec4 world_pos; void vertex() { world_pos = MODEL_MATRIX * vec4(VERTEX, 1.0); } void fragment() { ALBEDO = ground_color.rgb; SPECULAR = 0.0; ROUGHNESS = outline_mask; } void light() { float light = clamp(dot(NORMAL, LIGHT), 0.0, 1.0); DIFFUSE_LIGHT += light * (LIGHT_COLOR / PI) * ATTENUATION; }