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#version 150
in vec3 normal;
in vec3 position;
in vec2 texCoord;
uniform vec3 finalColor;
out vec4 fragColor;
void main()
{
vec3 n = normalize(normal);
vec3 s = normalize(vec3(1.0, 0.0, 1.0) - position);
vec3 v = normalize(-position);
float diffuse = max(dot(s, n), 0.0);
if (diffuse > 0.95)
diffuse = 1.0;
else if (diffuse > 0.5)
diffuse = 0.5;
else if (diffuse > 0.25)
diffuse = 0.25;
else
diffuse = 0.1;
fragColor = vec4(diffuse * finalColor, 1.0);
}
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