#version 330 compatibility in vec3 vertexColor; in vec3 vertexNormal; out vec4 fragColor; void main() { vec3 lightDir = normalize(vec3(-1., -0.5, -2.)); float lightAttenuation = dot(-lightDir, vertexNormal) * 0.5 + 0.5; fragColor = vec4(vertexColor * lightAttenuation, 1.); }