#version 300 es precision highp float; in vec3 vNormal; out vec4 fragColor; void main() { vec3 normal = normalize(vNormal); vec3 lightDir = normalize(vec3(0.0, 0.0, 1.0)); float diff = max(dot(normal, lightDir), 0.0); vec3 diffuseColor = vec3(1.0, 0.5, 0.3) * diff; fragColor = vec4(diffuseColor, 1.0); }