#ifndef USE_GPU_SHADER_CREATE_INFO # ifndef USE_INSTANCE_COLOR uniform vec4 color; # endif uniform vec3 light; in vec3 normal; # ifdef USE_INSTANCE_COLOR flat in vec4 finalColor; # define color finalColor # endif out vec4 fragColor; #endif void main() { fragColor = simple_lighting_data.color; fragColor.xyz *= clamp(dot(normalize(normal), simple_lighting_data.light), 0.0, 1.0); }