8 uniform vec3 lightPos;
\r
9 uniform vec3 lightColor;
\r
10 uniform vec3 objectColor;
\r
11 uniform vec3 viewPos;
\r
15 // color the XY-plane according to the distance
\r
16 // of the fragment in world space
\r
17 vec3 result = vec3(length(FragPos - lightPos));
\r
19 FragColor = vec4(result, 1.0f);
\r