#version 330 in vec4 vertex_color; in vec2 texture_coord; in vec3 normal; out vec4 color; struct Directional_Light { vec3 color; float ambient_intensity; vec3 direction; float diffuse_intensity; }; uniform sampler2D tex; uniform Directional_Light sun; void main() { vec4 ambient_color = vec4(sun.color, 1.0f) * sun.ambient_intensity; float diffuse_factor = max(dot(normalize(normal), normalize(sun.direction)), 0.0f); vec4 diffuse_color = vec4(sun.color, 1.0f) * sun.diffuse_intensity * diffuse_factor; color = texture(tex, texture_coord) * (ambient_color + diffuse_color); }