#version 330 core in vec2 oUV; out vec4 FragColor; uniform sampler2D texture1; uniform sampler2D texture2; uniform float ambientStrength; uniform vec3 ambientColor; void main() { vec3 ambient = ambientColor * ambientStrength; FragColor = mix(texture(texture1, oUV), texture(texture2, oUV), 0.2) * vec4(ambient, 1.0); }