float nearFactor = near(playerPos, position, playerAngle);
vec4 color = (vec4(0.05,0.05,0.5,1) * vec4(0, 0, color.z, 1)) + //ambient light
(vec4(hurtTimer/3, hurtTimer/10, hurtTimer/10, 1) * vec4(color.x, color.y, color.z, 1)) + //hurt
(vec4(hurtTimer/3, -hurtTimer/5, -hurtTimer/5, 1)) + //hurt
(vec4(nearFactor, nearFactor*.7, nearFactor*.4, 1) * texColor) + //torch light
(specular * nearFactor);
color = vec4(color.x, color.y, color.z, 1);