uniform vec3 basecol; uniform float metallic; uniform float specular; uniform float roughness; out vec4 FragColor; void main() { vec3 dielectric = vec3(0.034) * specular * 2.0; vec3 diffuse = mix(basecol, vec3(0.0), metallic); vec3 f0 = mix(dielectric, basecol, metallic); FragColor = vec4(eevee_surface_lit((gl_FrontFacing) ? worldNormal : -worldNormal, diffuse, f0, roughness, 1.0), 1.0); }