#version 430 core uniform vec3 objectColor; //uniform vec3 lightDir; uniform vec3 lightPos; uniform vec3 cameraPos; in vec3 interpNormal; in vec3 fragPos; void main() { vec3 normal = normalize(interpNormal); vec3 V = normalize(cameraPos-fragPos); float coef = max(0,dot(V,normal)); gl_FragColor = vec4(mix(objectColor,vec3(1,0.5,0.1),1-coef), 1.0); }