precision mediump float; // It is required to set a floating point precision in all fragment shaders.

// Interpolated values from vertex shader
varying vec3 normalInterp; // Normal
varying vec3 vertPos; // Vertex position

uniform float Ka;   // Ambient reflection coefficient
uniform float Kd;   // Diffuse reflection coefficient
uniform float Ks;   // Specular reflection coefficient
uniform float shininessVal; // Shininess

// Material color
uniform vec3 ambientColor;
uniform vec3 diffuseColor;
uniform vec3 specularColor;
uniform vec3 lightPos; // Light position

void main() {
  // Your solution should go here.
  // Only the ambient colour calculations have been provided as an example.
  gl_FragColor = vec4(ambientColor, 1.0);
}
