#version 430 core float AMBIENT = 0.1; uniform vec3 lightPos; in vec3 vecNormal; in vec3 worldPos; vec3 color; out vec4 outColor; void main() { vec3 lightDir = normalize(lightPos-worldPos); vec3 normal = normalize(vecNormal); float diffuse=max(0,dot(normal,lightDir)); color=vec3(vecNormal.x,vecNormal.y,vecNormal.z); outColor = vec4(color, 1.0); }