#version 150 in vec3 vNormal; in vec2 vTexCoord; out vec4 oColor; uniform sampler2D uTexture; uniform int lightCount; uniform vec3 lightSources[128]; uniform vec3 ambientIntensity; uniform float ambientFactor; uniform vec3 diffuseIntensity; uniform float diffuseFactor; void main() { vec3 ambientColor = ambientFactor * ambientIntensity; vec3 diffuseColor = vec3(0.0, 0.0, 0.0); for(int i = 0; i