#version 330 core uniform vec4 color; in vec3 frag_pos; out vec4 frag_color; void main() { vec3 dx = dFdx(frag_pos) * 500; vec3 dy = dFdy(frag_pos) * 500; vec3 N = normalize(cross(dFdx(frag_pos), dFdy(frag_pos))); frag_color = color; //frag_color = vec4(length(dx), length(dy), length(dy), 1.0); //frag_color += color; }