Stallworth
Sure !
here the code
shader_type spatial;
render_mode blend_mix, depth_draw_opaque, cull_back, diffuse_lambert, specular_schlick_ggx, shadows_disabled, debug_shadow_splits;
global uniform vec4 Subscene_Darker_color : source_color;
void fragment() {
// ColorParameter:2
vec4 n_out2p0 = Subscene_Darker_color;
// Output:0
ALBEDO = vec3(n_out2p0.xyz);
}
void light() {
// Input:51
vec3 n_out51p0 = NORMAL;
// Input:60
vec3 n_out60p0 = LIGHT;
// DotProduct:58
float n_out58p0 = dot(n_out51p0, n_out60p0);
// Clamp:56
float n_in56p1 = 0.00000;
float n_in56p2 = 1.00000;
float n_out56p0 = clamp(n_out58p0, n_in56p1, n_in56p2);
// Input:57
float n_out57p0 = ATTENUATION;
// VectorOp:59
vec3 n_out59p0 = vec3(n_out56p0) * vec3(n_out57p0);
// Output:0
SPECULAR_LIGHT = n_out59p0;
}