#version 330 core out vec4 FragColor; in vec3 FragPos; in vec3 Normal; uniform vec3 ourColor; uniform vec3 lightColor; uniform vec3 lightPos; uniform vec3 viewPos; void main() { float ambientStrength = 0.15; float specularStrength = 0.5; //msc vec3 norm = normalize(Normal); vec3 lightDir = normalize(lightPos - FragPos); // ambient vec3 ambient = ambientStrength * lightColor; // diffuse float diff = max(dot(norm, lightDir), 0.0); vec3 diffuse = diff * lightColor; // specular vec3 viewDir = normalize(viewPos - FragPos); vec3 reflectDir = reflect(-lightDir, norm); float spec = pow(max(dot(viewDir, reflectDir), 0.0), 150); vec3 specular = specularStrength * spec * lightColor; // out vec3 result = (ambient + diffuse+specular) * ourColor; FragColor = vec4(result, 1.0); }