#version 330 uniform vec3 light_source_position; uniform float gloss; uniform float shadow; in vec3 xyz_coords; in vec3 v_normal; in vec4 v_color; out vec4 frag_color; #INSERT add_light.glsl void main() { frag_color = add_light( v_color, xyz_coords, normalize(v_normal), light_source_position, gloss, shadow ); }