uniform vec3 light; #if __VERSION__ == 120 # ifdef USE_FLAT_NORMAL flat varying vec3 normal; flat varying vec4 finalColor; # else varying vec3 normal; varying vec4 finalColor; # endif #define fragColor gl_FragColor #else # ifdef USE_FLAT_NORMAL flat in vec3 normal; flat in vec4 finalColor; # else in vec3 normal; in vec4 finalColor; # endif out vec4 fragColor; #endif void main() { fragColor = finalColor * max(0.0, dot(normalize(normal), light)); }