- vec3 norm = normalize(Normal);\r
- vec3 lightDir = normalize(lightPos - FragPos);\r
-\r
- float diff = max(dot(norm, lightDir), 0.0);\r
- vec3 diffuse = diff * lightColor;\r
-\r
- float ambientStrength = 0.1;\r
- vec3 ambient = ambientStrength * lightColor;\r
-\r
- float specularStrength = 0.5;\r
- vec3 viewDir = normalize(viewPos - FragPos);\r
- vec3 reflectDir = reflect(-lightDir, norm);\r
- float spec = pow(max(dot(viewDir, reflectDir), 0.0), 32);\r
- vec3 specular = specularStrength * spec * lightColor;\r
-\r
- vec3 result = (ambient + diffuse) * objectColor;\r
-\r
- result = vec3(length(FragPos - lightPos));\r
+ // color the XY-plane according to the distance\r
+ // of the fragment in world space\r
+ vec3 result = vec3(length(FragPos - lightPos));\r