16 lines
		
	
	
	
		
			327 B
		
	
	
	
		
			Text
		
	
	
	
	
	
			
		
		
	
	
			16 lines
		
	
	
	
		
			327 B
		
	
	
	
		
			Text
		
	
	
	
	
	
shader_type spatial;
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render_mode unshaded;
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instance uniform int id;
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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(cos(TIME + float(id) * 0.01), sin(TIME + float(id) * 0.01), tan(TIME + float(id) * 0.01));
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}
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void light() {
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	DIFFUSE_LIGHT = vec3(1.0, 1.0, 1.0);
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}
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