#version 330 core out vec4 FragColor; in vec3 FragPos; in vec2 TexCoord; in vec3 Normal; uniform sampler2D texture1; uniform vec3 objectColor; uniform vec3 lightColor; uniform vec3 lightPos; void main() { float ambientStrength = 0.2; vec3 ambient = ambientStrength * lightColor; vec3 norm = normalize(Normal); vec3 lightDir = normalize(lightPos - FragPos); float diff = max(dot(norm, lightDir), 0.0); vec3 diffuse = diff * lightColor; vec3 result = ambient + diffuse; FragColor = texture(texture1, TexCoord) * vec4(result, 1.0); }