shader_type spatial; void vertex() { // Called for every vertex the material is visible on. } void fragment() { ALBEDO = vec3(1.0,0.0,0.0); EMISSION = vec3(5.0,0.0,0.0); } //void light() { // // Called for every pixel for every light affecting the material. // // Uncomment to replace the default light processing function with this one. //}