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