attribute vec4 a_position; attribute vec3 a_normal; attribute vec4 a_color; uniform mat4 u_proj; uniform mat4 u_trans; uniform vec3 u_lightdir; uniform vec3 u_ambientColor; varying vec4 v_col; const vec3 diffuse = vec3(0.2); void main(){ vec3 norc = u_ambientColor * (diffuse + vec3(clamp((dot(a_normal, u_lightdir) + 1.0) / 2.0, 0.0, 1.0))); v_col = a_color * vec4(norc, 1.0); gl_Position = u_proj * u_trans * a_position; }