#version 430 core float AMBIENT = 0.1; uniform vec3 lightColor; uniform vec3 lightPos; uniform vec3 lightDir; in vec3 vecNormal; in vec3 worldPos; out vec4 outColor; in vec2 vTC; uniform sampler2D colorTexture; void main() { //vec3 lightDir = normalize(lightPos - worldPos); vec3 normal = normalize(vecNormal); float diffuse = max(0.0, dot(normal, -lightDir)); vec4 textureColor = texture2D(colorTexture, vTC); outColor = vec4(vec3(textureColor) * min(1, AMBIENT + diffuse), 1.0); }