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