#version 330 core #include in vec3 f_pos; in vec3 f_norm; in vec3 f_col; layout (std140) uniform u_locals { vec3 model_offs; }; out vec4 tgt_color; void main() { float ambient = 0.5; vec3 sun_dir = normalize(vec3(1.3, 1.7, 1.1)); float sun_diffuse = dot(sun_dir, f_norm) * 0.5; tgt_color = vec4(f_col * (ambient + sun_diffuse), 1.0); }