In a tutorial there was a diffuse value calculation of the type
float diffuse_value = max(dot(vertex_normal, vertex_light_position), 0.0);
..on the vertex shader.
That was supposed to be making per vertex lighting if later on the fragment shader..
gl_FragColor = gl_Color * diffuse_value;
Then when he moved the first line - appropriately (by outputting vertex_normal and vertex_light_position to fragment) - to the the fragment shader, it is supposed to be transforming the method to "per pixel shading".
How is that so? The first method appears to be doing the diffuse_value calculation every pixel anyway!