#version 430
//Written by Chad Mourning. Modification of the default Shader for a Core 3.2+ to only use color.

layout ( binding = 0 ) uniform sampler2D TexUnit0;
layout ( binding = 7 ) uniform sampler2DShadow ShadowMap;

in vec4 Color;
in vec3 VertexES;
in vec3 NormalES;
in vec2 TexCoord;
in vec4 ShadowCoord;
in flat int ShadowMapShadingState;

struct MaterialInfo
{
   vec4 Ka; //Ambient
   vec4 Kd; //Diffuse
   vec4 Ks; //Specular
   float SpecularCoeff; // Specular Coefficient
};
uniform MaterialInfo Material;


layout ( binding = 1, std140 ) uniform LightInfo
{
   vec4 PosEye[8]; // Light's Eye space position (same as view space)
   vec4 Irgba[8]; // Light's Intensity for red, green, blue reflectivity components
   vec4 GlobalAmbient;
   int NumLights; // Number of lights in the LightInfo array   
} Lights;

layout ( location = 0 ) out vec4 FragColor;

void main()
{
   vec4 color = Material.Kd;
   FragColor = color;
}