#version 330 core in vec3 Normal; in vec3 FragPos; out vec4 FragColor; uniform vec3 lightPos; uniform vec3 lightColor; uniform vec3 objectColor; uniform vec3 viewPos; void main() { // color the XY-plane according to the distance // of the fragment in world space vec3 result = vec3(length(FragPos - lightPos)); FragColor = vec4(result, 1.0f); }