#version 330 core in vec3 FragPos; in vec3 LocalPos; out vec4 FragColor; uniform vec3 lightPos; void main() { float lightDist = length(lightPos - FragPos); float c1 = mod(lightDist, 10); float c2 = mod(lightDist/10, 10); float c3 = mod(lightDist/100, 10); FragColor = vec4(c1, c2, c3, 1); //FragColor = vec4(LocalPos/10, 1); }