#version 330 core out vec4 FragColor; in vec2 outUv; in vec3 outNormal; uniform sampler2D tex; uniform int useWhite; uniform vec3 color; const vec3 lightDir = vec3(1.0, 1.0, 1.0); void main() { vec4 textureColor = texture(tex, outUv); //FragColor = vec4(textureColor.rgb, 1.0f); if (useWhite == 0) FragColor = vec4(vec3(1.0, 0.0f, 0.0f) * dot(lightDir, outNormal), 1.0f); else FragColor = vec4(color, 1.0f); }