#version 450 core
layout(std430, binding = 0) buffer Uniforms {
mat4 model_view;
vec3 light_dir;
vec4 position;
} buf;
layout(location = 0) out vec4 outColor;
void main() {
vec4 p = buf.model_view * buf.position;
float d = dot(p.xyz, buf.light_dir);
if (d < 0.0) {
d = -d;
}
outColor = vec4(vec3(d), 1.0);
}