#pragma language glsl4 in vec3 PixelNormal; in vec3 PixelColor; in float PixelBlock; out vec4 out_color; void pixelmain() { if (PixelBlock == 0) { discard; return; } vec3 light_direction = normalize(vec3(-1, -0.5, 0.5)); float diffuse_intensity = max(dot(PixelNormal, light_direction), 0.0); vec3 color = PixelColor * diffuse_intensity; out_color = vec4(color, 1.0); }