     vec3 specular;
     float specularShininess;
 };
+
+uniform FogInfo fogInfo = {.0, 10.0, {.5,.5,.5}};
 
 const uint nbLights = 2u;
 uniform LightSource lightSources[nbLights] = {

smooth in vec3 fragNormal;

out vec4 fragColor;

struct LightSource
{


void main() {
    vec3 lightIntensity = material.ambient * ambientColor;
    float fogFactor = computeFogFactor();
    if (fogFactor < 1.0)
    {
        for (uint i = 0u; i < nbLights; ++i)
        {
            lightIntensity += lightSources[i].color * phongModel(lightSources[i].position);
        }
    }
    lightIntensity = mix(fogInfo.color, lightIntensity, fogFactor);

    fragColor = vec4(lightIntensity, 1.0);
}
