#version 460 core out layout(location=0) vec4 color; in vec4 gl_FragCoord; in vec4 vColor; in vec3 vNormal; void main() { vec3 lightDirection = normalize(vec3(0.8, -0.5, 0.6)); float lambert = max(0.0, dot(normalize(vNormal), -lightDirection)); vec3 litColor = vColor.rgb * lambert; color = vec4(litColor, vColor.a); }