#version 430 core uniform vec3 objectColor; uniform vec3 lightDir; in vec3 interpNormal; void main() { vec3 normal = normalize(interpNormal); float ambient = 0.2; float diffuse = max(dot(normal, -lightDir), 0.0); gl_FragColor = vec4(objectColor * (ambient + (1-ambient) * diffuse), 1.0); }