16 lines
348 B
Plaintext
16 lines
348 B
Plaintext
shader_type spatial;
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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 = vec3(1.0,0.0,0.0);
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EMISSION = vec3(1.0,0.0,0.0);
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}
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//void light() {
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// // Called for every pixel for every light affecting the material.
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// // Uncomment to replace the default light processing function with this one.
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//}
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