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#version 330 core

in vec3 o_normal;
in vec3 o_frag_pos;

out vec4 fragColour;

uniform vec3 light_pos;

void main() {
    vec3 ambient = vec3(0.2, 0.2, 0.2);
    vec3 light_colour = vec3(1.0, 1.0, 1.0);
    vec3 object_colour = vec3(0.8, 0.6, 0.2);
    vec3 norm = normalize(o_normal);
    vec3 light_dir = normalize(light_pos - o_frag_pos);
    float diff = max(dot(norm, light_dir), 0.0);
    vec3 diffuse = diff * light_colour;
    vec3 result = (ambient + diffuse) * object_colour;
    fragColour = vec4(result, 1.0);
}