#version 460 core layout(location = 0) in vec3 inFragPos; layout(location = 1) in vec3 inNormal; layout(location = 0) out vec4 outColor; void main() { const vec3 norm = normalize(inNormal); const vec3 lightDir = normalize(vec3(5) - inFragPos); const float diff = max(dot(norm, lightDir), 0.0); outColor = vec4(vec3(0.1) + vec3(diff), 1.0); }