#version 330
in vec4 pos_model;
in vec3 vec_normal;
out vec4 fragColor;
uniform vec4 couleur;
uniform vec4 lumpos;
void main() {
vec3 torche = normalize(pos_model.xyz - lumpos.xyz);
float intensite_eclairage = clamp(dot(vec_normal, -torche), 0, 1);
fragColor = intensite_eclairage * couleur;
}