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