#version 430 core float AMBIENT = 0.1; uniform vec3 color; //uniform vec3 lightPos; uniform sampler2D colorTexture; in vec3 vecNormal; in vec3 worldPos; in vec2 vecTex; out vec4 outColor; void main() { //vec3 lightDir = normalize(lightPos-worldPos); vec3 normal = normalize(vecNormal); vec3 textureColor = texture2D(colorTexture, vecTex).xyz; //float diffuse=max(0,dot(normal,lightDir)); outColor = vec4(textureColor/**min(1,AMBIENT+diffuse)*/, 1.0); }