#version 430 core float AMBIENT = 0.1; uniform vec3 color; uniform vec3 lightPos; 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,dot(normal,lightDir)); vec4 textureColor = texture2D(colorTexture, vTC); outColor = vec4(vec3(textureColor)*min(1,AMBIENT+diffuse), 1.0); }