#version 150 in vec3 vNormal; in vec2 vTexCoord; out vec4 oColor; uniform sampler2D uTexture; uniform vec3 lightSources[128]; uniform vec3 ambientIntensity; uniform float ambientFactor; uniform vec3 diffuseIntensity; uniform float diffuseFactor; void main() { vec3 ambientColor = ambientFactor * ambientIntensity; vec3 diffuseColor = dot(normalize(vNormal),vec3(0,0,1))*diffuseFactor*diffuseIntensity; vec3 finalColor = diffuseColor + ambientColor; vec3 texture = texture(uTexture, vTexCoord).rgb; oColor = vec4(finalColor*texture, 1.0 ); }