precision highp float;
varying vec3 tmpNormal;
uniform vec4 mycolor;
void main ()
{
    vec3 tmpVec = -1.0*normalize(vec3(0.2,-0.1,1.0));
    float mydiffuse = max(dot(tmpVec,tmpNormal),0.25);
    gl_FragColor = (mycolor*mydiffuse);
}