#version 410 core uniform vec3 objectColor; uniform vec4 objectColorTransparent; uniform vec3 lightDir; in vec3 interpNormal; out vec4 Color; void main() { vec3 normal = normalize(interpNormal); float diffuse = max(dot(normal, -lightDir), 0.0); //gl_FragColor = vec4(objectColor * diffuse, 1.0); Color = objectColorTransparent * diffuse; }