shader_type spatial; render_mode diffuse_lambert, specular_disabled; uniform vec4 albedo : source_color = vec4(1.0); void fragment() { ALBEDO = albedo.rgb * COLOR.rgb; ROUGHNESS = 1.0; // Facettierte (flat shaded) Optik, unabhaengig von den Mesh-Normalen. NORMAL = normalize(cross(dFdy(VERTEX), dFdx(VERTEX))); }