8 uniform vec3 objectColor;
\r
9 uniform vec3 lightColor;
\r
10 uniform vec3 lightPos;
\r
14 vec3 norm = normalize(Normal);
\r
15 vec3 lightDir = normalize(lightPos - FragPos);
\r
17 float diff = max(dot(norm, lightDir), 0.0);
\r
18 vec3 diffuse = diff * lightColor;
\r
20 float ambientStrength = 0.1;
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21 vec3 ambient = ambientStrength * lightColor;
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23 vec3 result = (ambient + diffuse) * objectColor;
\r
24 FragColor = vec4(result, 1.0f);
\r