FragPos = vec3(model * vec4(aPos, 1.0));vec3 lightDir = normalize(lightPos - FragPos);//于物体在世界坐标的位置而言 float diff = max(dot(norm, lightDir), 0.0);//光方向、法线 vec3 diffuse = diff * lightColor;//光颜色——vec3 result = diffuse * objectColor;