uniform mat4 model;
uniform mat4 VP;
+uniform float daylight;
+uniform float ambientLight;
+uniform vec3 lightDir;
void main()
{
fragmentTextureIndex = vertexTextureIndex;
fragmentTextureCoords = vertexTextureCoords;
fragmentColor = vertexColor;
+
+ float diffuseLight = 0.3 * daylight * clamp(dot(normalize(fragmentNormal), normalize(lightDir)), 0.0, 1.0);
+ float light = ambientLight + diffuseLight;
+
+ fragmentColor *= light;
}