#version 330 core in vec2 texCoord0; in vec3 normal0; uniform sampler2D sampler; uniform vec3 lightDirection; uniform vec3 lightColor; uniform vec3 ambientColor; void main() { gl_FragColor = texture(sampler, texCoord0); gl_FragColor.rgb *= clamp(ambientColor + (dot(-lightDirection, normal0) * lightColor), 0.0, 1.0); }