 uniform mat4 modelViewProjectionMatrix;
 
 #if defined(VERTEX_SHADER)
-uniform vec3 color = vec3(1.0);
-
 in vec3 position;
 in vec3 normal;
+in vec3 color;
 out vec3 position_eye;
+out vec3 fcolor;
 
 void main()
 {
     gl_Position = modelViewProjectionMatrix * vec4(position,1.0);
     position_eye = (modelViewMatrix * vec4(position,1.0)).xyz;
+    fcolor = color;
     //gl_FrontColor = vec4(color*abs(dot(normal, lightDir)), 1.0);
 }
 

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


#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;

