#version 330 core out vec4 FragColor; struct Material { sampler2D diffuse; vec3 specular; float shininess; }; struct Light { vec3 position; vec3 ambient; vec3 diffuse; vec3 specular; }; in vec3 FragPos; in vec3 Normal; in vec2 TexCoords; uniform vec3 viewPos; uniform Material material; uniform Light light; void main() { vec4 texColor = texture(material.diffuse , TexCoords); FragColor = texColor; }