vec4 uvColor = texture(uColorTexture, fUVs);
- vec3 AmbientLightColor = vec3(0.1f, 0.1f, 0.1f);
+ vec3 AmbientLightColor = vec3(0.2f, 0.2f, 0.2f);
vec3 PointLightDirection1 = normalize(worldLightPoint1);
vec3 PointLightColor1 = vec3(30.0f, 30.0f, 30.0f);
vec3 DirectionalLightDirection1 = normalize(vec3(-2.0f, -2.0f, -2.0f));
- vec3 DirectionalLightColor1 = vec3(1.0f, 1.0f, 1.0f);
+ vec3 DirectionalLightColor1 = vec3(0.6f, 0.6f, 0.6f);
float cosThetaPoint1 = clamp(dot(normal, PointLightDirection1), 0, 1);