#version 150 compatibility uniform int face_illumination; uniform vec3 face_color; in vec3 eye_position; in vec3 normal; vec4 doLighting(vec3 position, vec3 normal, vec4 diffuseMaterial); void main() { // compute bump mapped normal vec4 diff = vec4(face_color,1.0); if (face_illumination == 0) { gl_FragColor = diff; } else { gl_FragColor = doLighting(eye_position, normal, diff); } }