varying vec3 fNormal; vec3 ambientLight = vec3(0.2,0.2,0.2); vec3 directionnalLight = normalize(vec3(10,5,7)); vec3 directionnalLightFactor = vec3(0.5,0.5,0.5); void main() { vec3 ambientFactor = ambientLight; vec3 lambertFactor = max(vec3(0.0,0.0,0.0), dot(directionnalLight, fNormal) * directionnalLightFactor); gl_FragColor = vec4(ambientFactor + lambertFactor, 1.0); }