varying vec3 V_Normal;

void main() {

	vec3 lightPos = vec3(0.0, 10.0, 0.0);
	vec3 L=lightPos;
	L = normalize(L);
	vec3 n = normalize(V_Normal);


	//ambient
	vec4 AmbientLightColor = vec4(0.2, 0.2, 0.2, 1.0);
	vec4 AmbientMaterial = vec4(0.2, 0.2, 0.2, 1.0);
	vec4 AmbientColor = AmbientLightColor*AmbientMaterial;

	//diffuse
	vec4 DiffuseLightColor = vec4(1.0,1.0,1.0,1.0);
	vec4 DiffuseMaterial = vec4(0.2, 0.2, 0.2, 1.0);
	vec4 diffuseColor = DiffuseLightColor*DiffuseMaterial*max(0.0, dot(L,n));


	gl_FragColor = AmbientColor + diffuseColor;
}