#version 330 core out vec4 FragColor; //in vec3 FragPosition; //in vec3 Normal ; uniform vec3 ObjectColor; //uniform vec3 LightPosition; uniform vec3 LightColor ; void main() { float AmbientStrength = 0.1; vec3 ambient = AmbientStrength * LightColor ; // vec3 Direction = normalize(Normal ); // vec3 LightDirection = normalize(LightPosition - FragPosition); // // float DiffuseStrength = max(dot(Normal, LightDirection), 0.0); // vec3 diffuse = DiffuseStrength * LightColor ; vec3 result = (ambient ) * ObjectColor; FragColor = vec4(result, 1.0); }