If vectors L and N are normalised, cos(a) is the dot product:
cos(a) = L·N
The diffuse intensity Id is computed by adding the diffuse component of the object's material, Kd:
Id = Kd * L·N
In practice, we need to avoid negative L·N values:
Id = Kd * max( L·N, 0 )
Also, we can now easily add ambient light Ia to the result:
Id = max( Kd * max( L·N, 0 ), Ia )
where Ia is the ambient light intensity.
L – the incoming light vector
N – the normal of the plane/vertex