#version 430 core uniform vec3 objectColor; uniform vec3 lightDir; uniform sampler2D texture; in vec3 interpNormal; in vec2 texCoords; void main() { vec3 normal = normalize(interpNormal); float diffuse = max(dot(normal, -lightDir), 0.0); vec2 newTexCoords = vec2(texCoords.x, -texCoords.y); vec4 textureColor = texture2D(texture, newTexCoords); gl_FragColor = vec4(textureColor.x, textureColor.y, textureColor.z, 1.0); }