#version 330 core // fragment position and normal of the fragment, in WORLD coordinates // (you can also compute in VIEW coordinates, your choice! rename variables) in vec3 w_position, w_normal; // in world coodinates // light dir, in world coordinates uniform vec3 light_dir; // material properties uniform vec3 k_d; // world camera position uniform vec3 w_camera_position; // output fragment color for OpenGL out vec4 out_color; void main() { // TODO: compute Lambert illumination out_color = vec4(w_normal, 1); }