#version 330 core // Ouput data //in vec2 UV; in vec3 FragmentPos; in vec3 Normal; out vec3 color; uniform sampler2D textureSampler; void main() { vec3 light_color_ambient = vec3(0.55, 0.55, 1.0); vec3 light_color_diffuse = vec3(1.0, 0.98, 0.84); vec3 lightpos = vec3(7, 65, 10); float ambient_strength = 0.45; vec3 ambient = ambient_strength * light_color_ambient; vec3 norm = -normalize(Normal); vec3 light_dir = normalize(lightpos - FragmentPos); float diff = max(dot(norm, light_dir), 0.0); vec3 diffuse = diff * light_color_diffuse; color = (ambient + diffuse) * vec3(1,0,1); //color = (ambient + diffuse) * FragmentPos; }