: Improved lighting and water textures make the world feel more alive and stunning.
// Basic lighting calculation float ambientStrength = 0.1; vec3 ambient = ambientStrength * textureColor.rgb; potato shaders
void main() { gl_Position = projection * view * model * vec4(aPos, 1.0); vec3 normal = aNormal; : Improved lighting and water textures make the
uniform mat4 model; uniform mat4 view; uniform mat4 projection; vec3 ambient = ambientStrength * textureColor.rgb