#version 430 core uniform vec3 lightPos; uniform sampler2D colorTexture; in vec3 vecNormal; in vec3 worldPos; in vec2 vecTex; out vec4 outColor; void main() { vec3 lightDir = normalize(lightPos - worldPos); vec3 normal = normalize(vecNormal); vec3 textureColor = texture(colorTexture, vecTex).rgb; float diffuse = max(0.1, dot(normal, lightDir)); float ambientIntensity = 0.1; if (length(lightPos - worldPos) < 1) { ambientIntensity = 1.0; } // Dodajemy wartość ambientIntensity do diffuse outColor = vec4(textureColor*vec3(2.0f), 1.0); }