9 uniform vec3 lightPos;
\r
13 // calculate distance in world coordinates
\r
14 float lightDist = length(lightPos - FragPos);
\r
15 float c1 = lightDist;
\r
16 float c2 = lightDist;
\r
17 float c3 = lightDist;
\r
18 FragColor = vec4(c1, c2, c3, 1);
\r