#version 120 #include "vertexcolors.glsl" varying vec3 vertexNormal; uniform bool useAdvancedShader = false; void main() { vec3 lightDir = normalize(vec3(-1., -0.5, -2.)); float lightAttenuation = dot(-lightDir, vertexNormal) * 0.5 + 0.5; if(!useAdvancedShader) { gl_FragData[0] = getDiffuseColor(); } else { gl_FragData[0] = vec4(passColor.xyz * lightAttenuation, 1.); } }