#version 330 core in vec3 Normal; in vec3 FragPos; out vec4 FragColor; void main() { vec3 objectColor = vec3(1.0, 0.5, 0.2); vec3 result; // Ambient lighting vec3 ambientLightColor = vec3(1.0, 1.0, 1.0); float ambientStrength = 0.1; vec3 ambient = ambientStrength * ambientLightColor; // Directional lighting vec3 directionalLightColor = vec3(1.0, 1.0, 1.0); vec3 lightPos = vec3(10.0, 7.0, -8.0); vec3 normal = normalize(Normal); vec3 lightDir = normalize(lightPos - FragPos); float diff = max(dot(normal, lightDir), 0.0); vec3 diffuse = diff * directionalLightColor; result = (ambient + diffuse) * objectColor; FragColor = vec4(result, 1.0); }