#version 420 core layout(std140, binding = 1) uniform Material { vec3 ka; vec3 kd; vec3 ks; float p; bool normalmapped; bool parallaxmapped; }; in vec3 pos_local; layout(std140, binding = 4) uniform gamma { float inv_gamma; }; out vec4 color; uniform float angle; uniform vec3 direction; void main() { float cosA = dot(normalize(pos_local), normalize(direction)); if (degrees(acos(cosA)) <= angle) color = vec4(pow(ka, vec3(inv_gamma)), 1); else discard; }