#version 330 core #extension GL_ARB_shading_language_420pack : enable out vec3 FragColor; in vec2 TexCoords; layout(binding = 1) uniform sampler2D gNormal; uniform vec3 lightDirection; uniform vec3 lightColour; void main() { const vec3 Normal = texture(gNormal, TexCoords).rgb; FragColor = dot(-lightDirection, Normal) * lightColour; }