// Source: https://godotshaders.com/snippet/fresnel/ float fresnel(float amount, vec3 normal, vec3 view) { return pow((1.0 - clamp(dot(normalize(normal), normalize(view)), 0.0, 1.0 )), amount); } //void fragment() //{ // vec3 base_color = vec3(0.0); // float basic_fresnel = fresnel(3.0, NORMAL, VIEW); // ALBEDO = base_color + basic_fresnel; //}