in vec3 position;
in vec3 normal;
-out vec4 color; // Shaded color
+flat out vec4 color; // Shaded color
uniform mat4 model;
uniform mat4 perspview;
void main() {
mat4 m = perspview * model;
vec3 dark = col * 0.1;
- vec3 u_light = vec3(-0.5, -0.7, -0.6);
+ vec3 u_light = vec3( 0.5, -0.7, -0.6);
vec3 v_normal = transpose(inverse(mat3(model))) * normal;
float distance = model[3][2];