[gd_scene load_steps=5 format=3 uid="uid://ckffrweetb03k"]

[sub_resource type="Shader" id="Shader_jawsf"]
code = "shader_type spatial;

void vertex() {
	// Called for every vertex the material is visible on.
}

void fragment() {
	if (UV.x > 0.5) {
		ALBEDO = vec3(0, 0.2, 1);
		ROUGHNESS = 0.2;
		RIM = 100.0;
	} else {
		ALBEDO = vec3(1, 0.2, 0);
		ROUGHNESS = 0.2;
		RIM = 100.0;
	}

}

//void light() {
	// Called for every pixel for every light affecting the material.
	// Uncomment to replace the default light processing function with this one.
//}
"

[sub_resource type="ShaderMaterial" id="ShaderMaterial_n6a3p"]
render_priority = 0
shader = SubResource("Shader_jawsf")

[sub_resource type="SphereMesh" id="SphereMesh_u77af"]
material = SubResource("ShaderMaterial_n6a3p")

[sub_resource type="Environment" id="Environment_n0bt7"]
background_mode = 1

[node name="Node3D" type="Node3D"]

[node name="MeshInstance3D" type="MeshInstance3D" parent="."]
mesh = SubResource("SphereMesh_u77af")

[node name="Camera3D" type="Camera3D" parent="."]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 2.01451)

[node name="WorldEnvironment" type="WorldEnvironment" parent="."]
environment = SubResource("Environment_n0bt7")

[node name="DirectionalLight3D" type="DirectionalLight3D" parent="."]
