--- /dev/null
+#version 300 es
+precision lowp float;
+
+in vec3 position;
+in vec3 normal;
+flat out vec4 color; // Shaded color
+
+uniform mat4 model;
+uniform mat4 perspview;
+uniform vec3 col;
+
+void main() {
+ mat4 m = perspview * model;
+ vec3 dark = col * 0.1;
+ vec3 u_light = vec3( 0.5, -0.7, -0.6);
+ vec3 v_normal = transpose(inverse(mat3(model))) * normal;
+
+ float distance = model[3][2];
+ float attenuation = 1. / (1. + distance * distance * 0.05);
+ float brightness = max(dot(normalize(v_normal), normalize(u_light)) * attenuation, 0.0);
+ color = vec4(mix(dark, col, brightness), 1.0);
+
+ gl_Position = m * vec4(position, 1.0);
+}