shader_type canvas_item; uniform sampler2D gradient_fallof; void light() { float calculated_light_value = max(0.0, dot(NORMAL, LIGHT_DIRECTION)); float sample = clamp(calculated_light_value * LIGHT_ENERGY, 0.05, 0.95); vec4 shaded_texture = texture(gradient_fallof, vec2(sample, 0)); LIGHT = vec4(LIGHT_COLOR.rgb * COLOR.rgb * shaded_texture.rgb, LIGHT_COLOR.a); }