#version 430 layout (location = 0) in vec3 position; layout (location = 1) in vec3 normal; uniform mat4 proj; uniform mat4 view; uniform mat4 model; out float varLight; void main(void) { varLight = 1.0f; varLight -= abs(normal.x) * 0.15; varLight -= abs(normal.z) * 0.30; gl_Position = proj * view * model * vec4(position, 1.0); }