R"(#version 330 core out vec4 color; uniform vec3 u_color; uniform sampler2D u_texture; in vec3 normal; in vec4 pos; in vec2 texcoords; void main() { vec3 norm = normalize(normal); vec3 lightDir = normalize(vec3(4.0,3.0,3.0) - pos.xyz); float diff = max(dot(norm, lightDir), 0.0); // set light color vec3 diffuse = diff * vec3(1.0,1.0,1.0); vec4 c = texture(u_texture, texcoords); vec3 result = (diffuse) * c.xyz; color = vec4(result,0.0); // color = c; })";