#version 330 layout(location = 0) in vec3 pos; layout(location = 1) in vec3 normal; out float intensite_eclairage; uniform mat4 proj, model, view; void main() { vec3 Ld = normalize(vec3(0.0, -0.2, -1.0)); vec3 n = normalize(transpose(inverse(view * model)) * vec4(normal, 0.0)).xyz; intensite_eclairage = clamp(dot(n, -Ld), 0.0, 1.0); gl_Position = proj * view * model * vec4(pos, 1.0); }