 #elif defined(FRAGMENT_SHADER)
 uniform vec3 lightDir_eye = vec3(0.0,0.0,-1.0);
 in vec3 position_eye;
+in vec3 fcolor;
 
 out vec4 fragColor;
 

uniform mat4 modelViewProjectionMatrix;

#if defined(VERTEX_SHADER)
uniform vec3 color = vec3(1.0);

in vec3 position;
in vec3 normal;
out vec3 position_eye;

void main()
{
    gl_Position = modelViewProjectionMatrix * vec4(position,1.0);
    position_eye = (modelViewMatrix * vec4(position,1.0)).xyz;
    //gl_FrontColor = vec4(color*abs(dot(normal, lightDir)), 1.0);
}


void main()
{
    vec3 normal = normalize(cross(dFdx(position_eye), dFdy(position_eye)));
    fragColor = vec4(fcolor*abs(dot(normal, lightDir_eye)), 1);
}
#endif

