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