#version 430 core float AMBIENT = 0.1; uniform vec3 lightPos; in vec3 vecNormal; in vec3 worldPos; in vec2 vtc; out vec4 outColor; uniform sampler2D colorTexture; void main() { vec3 lightDir = normalize(lightPos - worldPos); vec3 normal = normalize(vecNormal); float diffuse = max(0, dot(normal, lightDir)); vec4 textureColor = texture2D(colorTexture, vtc); outColor = vec4(vec3(textureColor) * min(1, AMBIENT + diffuse), 1.0) * 2.0; }