There is no vertex color layer but you have UVMap layer
And the material Shader in Godot

The code for the material :
shader_type spatial;
render_mode blend_mix, depth_draw_always, cull_back, diffuse_burley, specular_schlick_ggx;
uniform vec3 AABB_POS;
uniform vec3 AABB_SIZE;
uniform sampler2D texture_0;
varying smooth vec3 AABB_UVW;
void node_bsdf_principled(vec4 color, float subsurface, vec4 subsurface_color,
float metallic, float specular, float roughness, float clearcoat,
float clearcoat_roughness, float anisotropy, float transmission,
float IOR, out vec3 albedo, out float sss_strength_out,
out float metallic_out, out float specular_out,
out float roughness_out, out float clearcoat_out,
out float clearcoat_gloss_out, out float anisotropy_out,
out float transmission_out, out float ior) {
metallic = clamp(metallic, 0.0, 1.0);
transmission = clamp(transmission, 0.0, 1.0);
subsurface = subsurface * (1.0 - metallic);
albedo = mix(color.rgb, subsurface_color.rgb, subsurface);
sss_strength_out = subsurface;
metallic_out = metallic;
specular_out = pow((IOR - 1.0)/(IOR + 1.0), 2)/0.08;
roughness_out = roughness;
clearcoat_out = clearcoat * (1.0 - transmission);
clearcoat_gloss_out = 1.0 - clearcoat_roughness;
anisotropy_out = clamp(anisotropy, 0.0, 1.0);
transmission_out = (1.0 - transmission) * (1.0 - metallic);
ior = IOR;
}
void node_tex_image(vec3 co, sampler2D ima, out vec4 color, out float alpha) {
color = texture(ima, co.xy);
alpha = color.a;
}
void vertex () {
AABB_UVW = mat3(vec3(1, 0, 0), vec3(0, 0, 1), vec3(0, -1, 0))
* ((VERTEX - AABB_POS) * (1.0 / AABB_SIZE));
}
void fragment () {
// node: 'Image Texture'
// type: 'ShaderNodeTexImage'
// input sockets handling
vec3 node0_in0_vector = vec3(0.0, 0.0, 0.0);
// output sockets definitions
vec4 node0_out0_color;
float node0_out1_alpha;
node0_in0_vector = AABB_UVW;
node_tex_image(node0_in0_vector, texture_0, node0_out0_color, node0_out1_alpha);
// node: 'Principled BSDF'
// type: 'ShaderNodeBsdfPrincipled'
// input sockets handling
vec4 node1_in0_basecolor = node0_out0_color;
float node1_in1_subsurface = float(0.0);
vec3 node1_in2_subsurfaceradius = vec3(1.0, 0.20000000298023224,
0.10000000149011612);
vec4 node1_in3_subsurfacecolor = vec4(0.800000011920929, 0.800000011920929,
0.800000011920929, 1.0);
float node1_in4_metallic = float(0.0);
float node1_in5_specular = float(0.0);
float node1_in6_speculartint = float(0.0);
float node1_in7_roughness = float(1.0);
float node1_in8_anisotropic = float(0.0);
float node1_in9_anisotropicrotation = float(0.0);
float node1_in10_sheen = float(0.0);
float node1_in11_sheentint = float(0.5);
float node1_in12_clearcoat = float(0.0);
float node1_in13_clearcoatroughness = float(0.029999999329447746);
float node1_in14_ior = float(1.4500000476837158);
float node1_in15_transmission = float(0.0);
float node1_in16_transmissionroughness = float(0.0);
vec4 node1_in17_emission = vec4(0.0, 0.0, 0.0, 1.0);
float node1_in18_alpha = float(1.0);
vec3 node1_in19_normal = NORMAL;
vec3 node1_in20_clearcoatnormal = vec3(0.0, 0.0, 0.0);
vec3 node1_in21_tangent = TANGENT;
// output sockets definitions
vec3 node1_bsdf_out0_albedo;
float node1_bsdf_out1_sss_strength;
float node1_bsdf_out3_specular;
float node1_bsdf_out2_metallic;
float node1_bsdf_out4_roughness;
float node1_bsdf_out5_clearcoat;
float node1_bsdf_out6_clearcoat_gloss;
float node1_bsdf_out7_anisotropy;
float node1_bsdf_out8_transmission;
float node1_bsdf_out9_ior;
node_bsdf_principled(node1_in0_basecolor, node1_in1_subsurface,
node1_in3_subsurfacecolor, node1_in4_metallic, node1_in5_specular,
node1_in7_roughness, node1_in12_clearcoat, node1_in13_clearcoatroughness,
node1_in8_anisotropic, node1_in15_transmission, node1_in14_ior,
node1_bsdf_out0_albedo, node1_bsdf_out1_sss_strength, node1_bsdf_out2_metallic,
node1_bsdf_out3_specular, node1_bsdf_out4_roughness, node1_bsdf_out5_clearcoat,
node1_bsdf_out6_clearcoat_gloss, node1_bsdf_out7_anisotropy,
node1_bsdf_out8_transmission, node1_bsdf_out9_ior);
ALBEDO = node1_bsdf_out0_albedo;
SSS_STRENGTH = node1_bsdf_out1_sss_strength;
SPECULAR = node1_bsdf_out3_specular;
METALLIC = node1_bsdf_out2_metallic;
ROUGHNESS = node1_bsdf_out4_roughness;
CLEARCOAT = node1_bsdf_out5_clearcoat;
CLEARCOAT_GLOSS = node1_bsdf_out6_clearcoat_gloss;
NORMAL = node1_in19_normal;
// uncomment it when you need it
// TRANSMISSION = vec3(1.0, 1.0, 1.0) * node1_bsdf_out8_transmission;
// uncomment it when you are modifing TANGENT
// TANGENT = normalize(cross(cross(node1_in21_tangent, NORMAL), NORMAL));
// BINORMAL = cross(TANGENT, NORMAL);
// uncomment it when you have tangent(UV) set
// ANISOTROPY = node1_bsdf_out7_anisotropy;
}