#include "base_cel_shader.gdshaderinc" group_uniforms Backlight; uniform vec3 backlight : source_color; uniform sampler2D backlight_texture : hint_default_white; group_uniforms; vec3 backlight_fragment(vec2 uv) { return backlight * texture(backlight_texture, uv).rgb; } vec3 backlight_diffuse( vec3 albedo, vec3 light_color, vec3 light, vec3 normal, float attenuation, vec3 backlight_color ) { float value = diffuse_sample(light, normal); return albedo * light_color * attenuation * (value + backlight_color * (1.0 - value)); }