#version 450 layout(location = 0) in vec3 inNormal; layout(location = 1) in vec3 inFragPos; layout(location = 0) out vec4 outColor; void main() { const vec3 lightPos = vec3(3); vec3 norm = normalize(inNormal); vec3 lightDir = normalize(lightPos - inFragPos); float diff = max(dot(norm, lightDir), 0.0); outColor = vec4(1.0) * diff; }