#version 330 core out vec4 FragColor; in vec3 FragPos; in vec3 Normal; uniform vec3 lightPos; uniform vec3 viewPos; void main() { // Wireframe стиль vec3 lightColor = vec3(0.0, 1.0, 0.5); vec3 objectColor = vec3(0.1, 0.1, 0.1); vec3 norm = normalize(Normal); vec3 lightDir = normalize(lightPos - FragPos); float diff = max(dot(norm, lightDir), 0.0); vec3 result = objectColor + lightColor * diff * 0.3; FragColor = vec4(result, 1.0); }