#version 430 core in vec3 FragPos; in vec3 Normal; out vec4 FragColor; uniform vec3 color; void main() { vec3 lightColor = vec3(1.0, 1.0, 1.0); vec3 lightDir = normalize(vec3(1.0, 1.0, 1.0)); float diff = max(dot(normalize(Normal), lightDir), 0.0); vec3 diffuse = diff * lightColor; FragColor = vec4(color * diffuse, 1.0); }