const int n_lights = 0; struct LightParams { vec3 direction; vec3 color; }; uniform LightParams lights[n_lights]; uniform vec3 ambient; uniform mat4 model_matrix; uniform mat4 vp_matrix; #pragma MSP stage(vertex) layout(location=0) in vec4 position; layout(location=1) in vec3 normal; void main() { out vec3 world_normal = mat3(model_matrix)*normal; gl_Position = vp_matrix*model_matrix*position; } #pragma MSP stage(fragment) layout(location=0) out vec4 frag_color; void main() { vec3 color = ambient; for(int i=0; i