#version 150
uniform sampler2D u_texture;
in vec3 v_normal;
out vec4 out_color;
in vec2 v_TexCoord;
void main() {
vec4 texColor = texture(u_texture, v_TexCoord);
// unidirectional light in direction as camera
vec3 light = vec3(0.0, 0.0, 1.0);
light = normalize(light);
float intensity = max(dot(v_normal, light), 0.0);
out_color = vec4(intensity, intensity, intensity, 1.0) * texColor;
}