OBJ + mtl loader + assimp can't get the right colors

Hi to everyone! I am using the OpenGL v.3.3. and the full source code example from learnopengl.com. I am able to run the textured model from the tutorial (nanosuit.obj), but when i am trying to load another .obj models without textures, but with .mtl files it shows a dark color. I think the problem is maybe in shaders that i am using to load the models, but i dont know how to redo the shader’s code to fix my issue.

here is my main functions i am using to render the model:

void COpenGLControl::oglInitialize(void)
{
	
	static PIXELFORMATDESCRIPTOR pfd =
	{
		sizeof(PIXELFORMATDESCRIPTOR),
		1,
		PFD_DRAW_TO_WINDOW | PFD_SUPPORT_OPENGL | PFD_DOUBLEBUFFER,
		PFD_TYPE_RGBA,
		32, // bit depth
		0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
		16, // z-buffer depth
		0, 0, 0, 0, 0, 0, 0,
	};
	
	// Get device context only once.
	hdc = GetDC()->m_hDC;
	
	// Pixel format.
	m_nPixelFormat = ChoosePixelFormat(hdc, &pfd);
	SetPixelFormat(hdc, m_nPixelFormat, &pfd);

	// Create the OpenGL Rendering Context.
	hrc = wglCreateContext(hdc);
	wglMakeCurrent(hdc, hrc);
	
	if (!gladLoadGL())
	{
		AfxMessageBox(L"Error loading glad");
		return;
	}
	// configure global opengl state
	// -----------------------------
	glEnable(GL_DEPTH_TEST);

	// build and compile shaders
	ourShader = Shader("resource/shaders/modelLoading.vs", "resource/shaders/modelLoading.frag");

	// load models
	ourModel = Model("resource/models/car12/LaFerrari.obj");
	
	
	
	// Send draw request
	OnDraw(NULL);
}

void COpenGLControl::oglDrawScene(void)
{
	
	// render
	// ------
	glClearColor(1.0f, 1.0f, 1.0f, 1.0f);
	glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

	// don't forget to enable shader before setting uniforms
	ourShader.use();

	// view/projection transformations
	glm::mat4 projection = glm::perspective(glm::radians(camera.Zoom), (float)900 / (float)900, 0.1f, 100.0f);
	glm::mat4 view = camera.GetViewMatrix();
	ourShader.setMat4("projection", projection);
	ourShader.setMat4("view", view);

	// render the loaded model
	glm::mat4 model = glm::mat4(1.0f);
	model = glm::translate(model, glm::vec3(0.0f, 0.0f, 0.0f));
	model = glm::scale(model, glm::vec3(0.010f, 0.010f, 0.010f));
	model = glm::rotate(model, glm::radians(-30.0f), glm::vec3(0.0f, 1.0f, 0.0f));
	model = glm::rotate(model, glm::radians(20.0f), glm::vec3(1.0f, 0.0f, 0.0f));
	ourShader.setMat4("model", model);
	ourModel.Draw(ourShader);
}

mesh.h

#ifndef MESH_H
#define MESH_H

#include <glad/glad.h> // holds all OpenGL type declarations

#include <glm.hpp>
#include <gtc/matrix_transform.hpp>

#include "shader_m.h"

#include <string>
#include <fstream>
#include <sstream>
#include <iostream>
#include <vector>
using namespace std;

struct Vertex {
    // position
    glm::vec3 Position;
    // normal
    glm::vec3 Normal;
    // texCoords
    glm::vec2 TexCoords;
    // tangent
    glm::vec3 Tangent;
    // bitangent
    glm::vec3 Bitangent;
};


struct Material {
    //Material color lighting
    glm::vec4 Ka;
    //Diffuse reflection
    glm::vec4 Kd;
    //Mirror reflection
    glm::vec4 Ks;
};


struct Texture {
    unsigned int id;
    string type;
    string path;
};

class Mesh {
public:
    /*  Mesh Data  */
    vector<Vertex> vertices;
    vector<unsigned int> indices;
    vector<Texture> textures;
    Material mats;
    unsigned int VAO;
    unsigned int uniformBlockIndex;

    /*  Functions  */
    // constructor
    Mesh(vector<Vertex> vertices, vector<unsigned int> indices, vector<Texture> textures, Material mat)
    {
        this->vertices = vertices;
        this->indices = indices;
        this->textures = textures;
        this->mats = mat;

        // now that we have all the required data, set the vertex buffers and its attribute pointers.
        setupMesh();
    }

    // render the mesh
    void Draw(Shader shader)
    {
        // bind appropriate textures
        unsigned int diffuseNr = 1;
        unsigned int specularNr = 1;
        unsigned int normalNr = 1;
        unsigned int heightNr = 1;
        for (unsigned int i = 0; i < textures.size(); i++)
        {
            glActiveTexture(GL_TEXTURE0 + i); // active proper texture unit before binding
            // retrieve texture number (the N in diffuse_textureN)
            string number;
            string name = textures[i].type;
            if (name == "texture_diffuse")
                number = std::to_string(diffuseNr++);
            else if (name == "texture_specular")
                number = std::to_string(specularNr++); // transfer unsigned int to stream
            else if (name == "texture_normal")
                number = std::to_string(normalNr++); // transfer unsigned int to stream
            else if (name == "texture_height")
                number = std::to_string(heightNr++); // transfer unsigned int to stream

                                                     // now set the sampler to the correct texture unit
            glUniform1i(glGetUniformLocation(shader.ID, (name + number).c_str()), i);
            // and finally bind the texture
            glBindTexture(GL_TEXTURE_2D, textures[i].id);
        }

        // draw mesh
        glBindVertexArray(VAO);
        glBindBufferRange(GL_UNIFORM_BUFFER, 0, uniformBlockIndex, 0, sizeof(Material));
        glDrawElements(GL_TRIANGLES, indices.size(), GL_UNSIGNED_INT, 0);
        glBindVertexArray(0);

        // always good practice to set everything back to defaults once configured.
        glActiveTexture(GL_TEXTURE0);
    }

private:
    /*  Render data  */
    unsigned int VBO, EBO;

    /*  Functions    */
    // initializes all the buffer objects/arrays
    void setupMesh()
    {
        // create buffers/arrays
        glGenVertexArrays(1, &VAO);
        glGenBuffers(1, &VBO);
        glGenBuffers(1, &EBO);
        glGenBuffers(1, &uniformBlockIndex);

        glBindVertexArray(VAO);
        // load data into vertex buffers
        glBindBuffer(GL_ARRAY_BUFFER, VBO);
        // A great thing about structs is that their memory layout is sequential for all its items.
        // The effect is that we can simply pass a pointer to the struct and it translates perfectly to a glm::vec3/2 array which
        // again translates to 3/2 floats which translates to a byte array.
        glBufferData(GL_ARRAY_BUFFER, vertices.size() * sizeof(Vertex) + sizeof(mats), &vertices[0], GL_STATIC_DRAW);
        glBindBuffer(GL_UNIFORM_BUFFER, uniformBlockIndex);
        glBufferData(GL_UNIFORM_BUFFER, sizeof(mats), (void*)(&mats), GL_STATIC_DRAW);

        glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, EBO);
        glBufferData(GL_ELEMENT_ARRAY_BUFFER, indices.size() * sizeof(unsigned int), &indices[0], GL_STATIC_DRAW);

        // set the vertex attribute pointers
        // vertex Positions
        glEnableVertexAttribArray(0);
        glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex), (void*)0);
        // vertex normals
        glEnableVertexAttribArray(1);
        glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex), (void*)offsetof(Vertex, Normal));
        // vertex texture coords
        glEnableVertexAttribArray(2);
        glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, sizeof(Vertex), (void*)offsetof(Vertex, TexCoords));
        // vertex tangent
        glEnableVertexAttribArray(3);
        glVertexAttribPointer(3, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex), (void*)offsetof(Vertex, Tangent));
        // vertex bitangent
        glEnableVertexAttribArray(4);
        glVertexAttribPointer(4, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex), (void*)offsetof(Vertex, Bitangent));

        //glBindVertexArray(0);
    }
};
#endif

model.cpp

#include "pch.h"
#include "model.h"

Model::Model(void)
{

}

Model::Model(string const& path, bool gamma) 
{
    loadModel(path);
}


void Model::Draw(Shader shader)
{
	for (unsigned int i = 0; i < meshes.size(); i++)
		meshes[i].Draw(shader);
}

void Model::loadModel(string const& path)
{
    // read file via ASSIMP
    Assimp::Importer importer;
    const aiScene* scene = importer.ReadFile(path, aiProcess_Triangulate | aiProcess_FlipUVs | aiProcess_CalcTangentSpace);
    // check for errors
    if (!scene || scene->mFlags & AI_SCENE_FLAGS_INCOMPLETE || !scene->mRootNode) // if is Not Zero
    {
        cout << "ERROR::ASSIMP:: " << importer.GetErrorString() << endl;
        return;
    }
    // retrieve the directory path of the filepath
    directory = path.substr(0, path.find_last_of('/'));

    // process ASSIMP's root node recursively
    processNode(scene->mRootNode, scene);
}

void Model::processNode(aiNode* node, const aiScene* scene)
{
    // process each mesh located at the current node
    for (unsigned int i = 0; i < node->mNumMeshes; i++)
    {
        // the node object only contains indices to index the actual objects in the scene. 
        // the scene contains all the data, node is just to keep stuff organized (like relations between nodes).
        aiMesh* mesh = scene->mMeshes[node->mMeshes[i]];
        meshes.push_back(processMesh(mesh, scene));
    }
    // after we've processed all of the meshes (if any) we then recursively process each of the children nodes
    for (unsigned int i = 0; i < node->mNumChildren; i++)
    {
        processNode(node->mChildren[i], scene);
    }
}

Mesh Model::processMesh(aiMesh* mesh, const aiScene* scene)
{
    // data to fill
    vector<Vertex> vertices;
    vector<unsigned int> indices;
    vector<Texture> textures;

    // Walk through each of the mesh's vertices
    for (unsigned int i = 0; i < mesh->mNumVertices; i++)
    {
        Vertex vertex;
        glm::vec3 vector; // we declare a placeholder vector since assimp uses its own vector class that doesn't directly convert to glm's vec3 class so we transfer the data to this placeholder glm::vec3 first.
        
        // positions
        if (!mesh->mVertices == NULL)
        {
            vector.x = mesh->mVertices[i].x;
            vector.y = mesh->mVertices[i].y;
            vector.z = mesh->mVertices[i].z;
            vertex.Position = vector;
        }
        else
        {
            vertex.Position = glm::vec3(0.0f, 0.0f, 0.0f);
            //AfxMessageBox(L"Positions is NULL");
        }

        // normals
        if (!mesh->mNormals == NULL)
        {
            vector.x = mesh->mNormals[i].x;
            vector.y = mesh->mNormals[i].y;
            vector.z = mesh->mNormals[i].z;
            vertex.Normal = vector;
        }
        else
        {
            vertex.Normal = glm::vec3(0.0f, 0.0f, 0.0f);
            //AfxMessageBox(L"Normals is NULL");
        }

        // texture coordinates
        if (mesh->mTextureCoords[0]) // does the mesh contain texture coordinates?
        {
            glm::vec2 vec;
            // a vertex can contain up to 8 different texture coordinates. We thus make the assumption that we won't 
            // use models where a vertex can have multiple texture coordinates so we always take the first set (0).
            vec.x = mesh->mTextureCoords[0][i].x;
            vec.y = mesh->mTextureCoords[0][i].y;
            vertex.TexCoords = vec;
        }
        else
        {
            vertex.TexCoords = glm::vec2(0.0f, 0.0f);
            //AfxMessageBox(L"TextCoords is NULL");
        }

        // tangent
        if (!mesh->mTangents == NULL)
        {
            vector.x = mesh->mTangents[i].x;
            vector.y = mesh->mTangents[i].y;
            vector.z = mesh->mTangents[i].z;
            vertex.Tangent = vector;
        }
        else
        {
            vertex.Tangent = glm::vec3(0.0f, 0.0f, 0.0f);
            //AfxMessageBox(L"TextCoords is NULL");
        }

        // bitangent
        if (!mesh->mBitangents == NULL)
        {
            vector.x = mesh->mBitangents[i].x;
            vector.y = mesh->mBitangents[i].y;
            vector.z = mesh->mBitangents[i].z;
            vertex.Bitangent = vector;
        }
        else
        {
            vertex.Bitangent = glm::vec3(0.0f, 0.0f, 0.0f);
            //AfxMessageBox(L"Bitangent is NULL");
        }

        vertices.push_back(vertex);
    }
    // now wak through each of the mesh's faces (a face is a mesh its triangle) and retrieve the corresponding vertex indices.
    for (unsigned int i = 0; i < mesh->mNumFaces; i++)
    {
        aiFace face = mesh->mFaces[i];
        // retrieve all indices of the face and store them in the indices vector
        for (unsigned int j = 0; j < face.mNumIndices; j++)
            indices.push_back(face.mIndices[j]);
    }
    // process materials
    aiMaterial* material = scene->mMaterials[mesh->mMaterialIndex];

   
    aiColor3D color;
    Material mat;
    // Read mtl file vertex data
    material->Get(AI_MATKEY_COLOR_AMBIENT, color);
    mat.Ka = glm::vec4(color.r, color.g, color.b, 1.0);
    material->Get(AI_MATKEY_COLOR_DIFFUSE, color);
    mat.Kd = glm::vec4(color.r, color.g, color.b, 1.0);
    material->Get(AI_MATKEY_COLOR_SPECULAR, color);
    mat.Ks = glm::vec4(color.r, color.g, color.b, 1.0);

    // we assume a convention for sampler names in the shaders. Each diffuse texture should be named
    // as 'texture_diffuseN' where N is a sequential number ranging from 1 to MAX_SAMPLER_NUMBER. 
    // Same applies to other texture as the following list summarizes:
    // diffuse: texture_diffuseN
    // specular: texture_specularN
    // normal: texture_normalN

    // 1. diffuse maps
    vector<Texture> diffuseMaps = loadMaterialTextures(material, aiTextureType_DIFFUSE, "texture_diffuse");
    textures.insert(textures.end(), diffuseMaps.begin(), diffuseMaps.end());
    // 2. specular maps
    vector<Texture> specularMaps = loadMaterialTextures(material, aiTextureType_SPECULAR, "texture_specular");
    textures.insert(textures.end(), specularMaps.begin(), specularMaps.end());
    // 3. normal maps
    std::vector<Texture> normalMaps = loadMaterialTextures(material, aiTextureType_HEIGHT, "texture_normal");
    textures.insert(textures.end(), normalMaps.begin(), normalMaps.end());
    // 4. height maps
    std::vector<Texture> heightMaps = loadMaterialTextures(material, aiTextureType_AMBIENT, "texture_height");
    textures.insert(textures.end(), heightMaps.begin(), heightMaps.end());

    // return a mesh object created from the extracted mesh data
    return Mesh(vertices, indices, textures, mat);
}

vector<Texture> Model::loadMaterialTextures(aiMaterial* mat, aiTextureType type, string typeName)
{
    vector<Texture> textures;
    for (unsigned int i = 0; i < mat->GetTextureCount(type); i++)
    {
        aiString str;
        mat->GetTexture(type, i, &str);
        // check if texture was loaded before and if so, continue to next iteration: skip loading a new texture
        bool skip = false;
        for (unsigned int j = 0; j < textures_loaded.size(); j++)
        {
            if (std::strcmp(textures_loaded[j].path.data(), str.C_Str()) == 0)
            {
                textures.push_back(textures_loaded[j]);
                skip = true; // a texture with the same filepath has already been loaded, continue to next one. (optimization)
                break;
            }
        }
        if (!skip)
        {   // if texture hasn't been loaded already, load it
            Texture texture;
            texture.id = TextureFromFile(str.C_Str(), this->directory, false);
            texture.type = typeName;
            texture.path = str.C_Str();
            textures.push_back(texture);
            textures_loaded.push_back(texture);  // store it as texture loaded for entire model, to ensure we won't unnecesery load duplicate textures.
        }
    }
    return textures;
}

unsigned int Model::TextureFromFile(const char* path, const string& directory, bool gamma)
{
    //string filename = string(path);
    //filename = directory + '/' + filename;

    string filename = string(path);
    if (directory.find(R"(/)") != std::string::npos)
    {
        filename = directory + R"(/)" + filename;
    }
    else if (directory.find(R"(\\)") != std::string::npos)
    {
        filename = directory + R"(\\)" + filename;
    }

    stbi_set_flip_vertically_on_load(false);
    unsigned int textureID;
    glGenTextures(1, &textureID);

    int width, height, nrComponents;
    unsigned char* data = stbi_load(filename.c_str(), &width, &height, &nrComponents, 0);
    if (data)
    {
        GLenum format;
        if (nrComponents == 1)
            format = GL_RED;
        else if (nrComponents == 3)
            format = GL_RGB;
        else if (nrComponents == 4)
            format = GL_RGBA;

        glBindTexture(GL_TEXTURE_2D, textureID);
        glTexImage2D(GL_TEXTURE_2D, 0, format, width, height, 0, format, GL_UNSIGNED_BYTE, data);
        glGenerateMipmap(GL_TEXTURE_2D);

        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);

        stbi_image_free(data);
        
    }
    else
    {
        std::cout << "Texture failed to load at path: " << path << std::endl;
        stbi_image_free(data);
    }
    return textureID;
    
}

shader_m.h

#ifndef SHADER_H
#define SHADER_H

#include <glad/glad.h>
#include <glm.hpp>
#include <string>
#include <fstream>
#include <sstream>
#include <iostream>

class Shader
{
public:
    unsigned int ID;
    // constructor generates the shader on the fly
    // ------------------------------------------------------------------------
    Shader(void)
    {

    }
    Shader(const char* vertexPath, const char* fragmentPath)
    {
       
        // 1. retrieve the vertex/fragment source code from filePath
        std::string vertexCode;
        std::string fragmentCode;
        std::ifstream vShaderFile;
        std::ifstream fShaderFile;
        // ensure ifstream objects can throw exceptions:
        vShaderFile.exceptions(std::ifstream::failbit | std::ifstream::badbit);
        fShaderFile.exceptions(std::ifstream::failbit | std::ifstream::badbit);
        try
        {
            // open files
            vShaderFile.open(vertexPath);
            fShaderFile.open(fragmentPath);
            std::stringstream vShaderStream, fShaderStream;
            // read file's buffer contents into streams
            vShaderStream << vShaderFile.rdbuf();
            fShaderStream << fShaderFile.rdbuf();
            // close file handlers
            vShaderFile.close();
            fShaderFile.close();
            // convert stream into string
            vertexCode = vShaderStream.str();
            fragmentCode = fShaderStream.str();
        }
        catch (std::ifstream::failure e)
        {
            //std::cout << "ERROR::SHADER::FILE_NOT_SUCCESFULLY_READ" << std::endl;
            AfxMessageBox(L"ERROR::SHADER::FILE_NOT_SUCCESFULLY_READ");
            return;
        }
        const char* vShaderCode = vertexCode.c_str();
        const char* fShaderCode = fragmentCode.c_str();
        // 2. compile shaders
        unsigned int vertex, fragment;
        // vertex shader
        vertex = glCreateShader(GL_VERTEX_SHADER);
        glShaderSource(vertex, 1, &vShaderCode, NULL);
        glCompileShader(vertex);
        checkCompileErrors(vertex, "VERTEX");
        // fragment Shader
        fragment = glCreateShader(GL_FRAGMENT_SHADER);
        glShaderSource(fragment, 1, &fShaderCode, NULL);
        glCompileShader(fragment);
        checkCompileErrors(fragment, "FRAGMENT");
        // shader Program
        ID = glCreateProgram();
        glAttachShader(ID, vertex);
        glAttachShader(ID, fragment);
        glLinkProgram(ID);
        checkCompileErrors(ID, "PROGRAM");
        // delete the shaders as they're linked into our program now and no longer necessery
        glDeleteShader(vertex);
        glDeleteShader(fragment);

    }
    // activate the shader
    // ------------------------------------------------------------------------
    void use() const
    {
        glUseProgram(ID);
    }
    // utility uniform functions
    // ------------------------------------------------------------------------
    void setBool(const std::string& name, bool value) const
    {
        glUniform1i(glGetUniformLocation(ID, name.c_str()), (int)value);
    }
    // ------------------------------------------------------------------------
    void setInt(const std::string& name, int value) const
    {
        glUniform1i(glGetUniformLocation(ID, name.c_str()), value);
    }
    // ------------------------------------------------------------------------
    void setFloat(const std::string& name, float value) const
    {
        glUniform1f(glGetUniformLocation(ID, name.c_str()), value);
    }
    // ------------------------------------------------------------------------
    void setVec2(const std::string& name, const glm::vec2& value) const
    {
        glUniform2fv(glGetUniformLocation(ID, name.c_str()), 1, &value[0]);
    }
    void setVec2(const std::string& name, float x, float y) const
    {
        glUniform2f(glGetUniformLocation(ID, name.c_str()), x, y);
    }
    // ------------------------------------------------------------------------
    void setVec3(const std::string& name, const glm::vec3& value) const
    {
        glUniform3fv(glGetUniformLocation(ID, name.c_str()), 1, &value[0]);
    }
    void setVec3(const std::string& name, float x, float y, float z) const
    {
        glUniform3f(glGetUniformLocation(ID, name.c_str()), x, y, z);
    }
    // ------------------------------------------------------------------------
    void setVec4(const std::string& name, const glm::vec4& value) const
    {
        glUniform4fv(glGetUniformLocation(ID, name.c_str()), 1, &value[0]);
    }
    void setVec4(const std::string& name, float x, float y, float z, float w) const
    {
        glUniform4f(glGetUniformLocation(ID, name.c_str()), x, y, z, w);
    }
    // ------------------------------------------------------------------------
    void setMat2(const std::string& name, const glm::mat2& mat) const
    {
        glUniformMatrix2fv(glGetUniformLocation(ID, name.c_str()), 1, GL_FALSE, &mat[0][0]);
    }
    // ------------------------------------------------------------------------
    void setMat3(const std::string& name, const glm::mat3& mat) const
    {
        glUniformMatrix3fv(glGetUniformLocation(ID, name.c_str()), 1, GL_FALSE, &mat[0][0]);
    }
    // ------------------------------------------------------------------------
    void setMat4(const std::string& name, const glm::mat4& mat) const
    {
        glUniformMatrix4fv(glGetUniformLocation(ID, name.c_str()), 1, GL_FALSE, &mat[0][0]);
    }

private:
    // utility function for checking shader compilation/linking errors.
    // ------------------------------------------------------------------------
    void checkCompileErrors(GLuint shader, std::string type)
    {
        GLint success;
        GLchar infoLog[1024];
        if (type != "PROGRAM")
        {
            glGetShaderiv(shader, GL_COMPILE_STATUS, &success);
            if (!success)
            {
                glGetShaderInfoLog(shader, 1024, NULL, infoLog);
                //std::cout << "ERROR::SHADER_COMPILATION_ERROR of type: " << type << "\n" << infoLog << "\n -- --------------------------------------------------- -- " << std::endl;
                AfxMessageBox(L"ERROR::SHADER_COMPILATION_ERROR of type:");
                return;
            }
        }
        else
        {
            glGetProgramiv(shader, GL_LINK_STATUS, &success);
            if (!success)
            {
                glGetProgramInfoLog(shader, 1024, NULL, infoLog);
                //std::cout << "ERROR::PROGRAM_LINKING_ERROR of type: " << type << "\n" << infoLog << "\n -- --------------------------------------------------- -- " << std::endl;
                AfxMessageBox(L"ERROR::PROGRAM_LINKING_ERROR of type:");
                return;
            }
        }
    }
};
#endif

modelLoading.frag

#version 330 core

in vec2 TexCoords;

out vec4 color;

uniform sampler2D texture_diffuse;


void main( )
{
    color = vec4( texture( texture_diffuse, TexCoords ));
  
}

modelLoading.vs

#version 330 core
layout ( location = 0 ) in vec3 position;
layout ( location = 1 ) in vec3 normal;
layout ( location = 2 ) in vec2 texCoords;

out vec2 TexCoords;

uniform mat4 model;
uniform mat4 view;
uniform mat4 projection;

void main( )
{
    gl_Position = projection * view * model * vec4( position, 1.0f );
    TexCoords = texCoords;
}

Also attached pictures (dark picture is the result of my program, color picture is AbViewer result). Please help me to fin a solution, what am i doing wrong?

Your fragment shader determines the color of the object by sampling a texture. If you have a solid color object you instead need a fragment shader that has a uniform vec4 color_diffuse and returns that as the object color. Additionally you need to modify your application to pass the color to the shader. The tutorial you are following explains the details in the Getting Started/Shaders chapter.

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Alternatively, you can create a 1x1 texture with its sole pixel set to the desired colour.

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Thank you very much for replies and your time!!! I will get it a try and come back with results

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