#version 330 core struct Material { vec3 ambient; vec3 diffuse; vec3 specular; float shininess; }; struct Light { vec3 position; vec3 ambient; vec3 diffuse; vec3 specular; }; out vec4 FragColor; in vec3 FragPos; in vec3 Normal; uniform vec3 ourColor; uniform vec3 viewPos; uniform Material material; uniform Light light; void main() { //misc vec3 norm = normalize(Normal); vec3 lightDir = normalize(light.position - FragPos); // ambient vec3 ambient = light.ambient * material.ambient; // diffuse float diff = max(dot(norm, lightDir), 0.0); vec3 diffuse = light.diffuse * (diff * material.diffuse); // specular vec3 viewDir = normalize(viewPos - FragPos); vec3 reflectDir = reflect(-lightDir, norm); float spec = pow(max(dot(viewDir, reflectDir), 0.0), material.shininess); vec3 specular = light.specular * (spec * material.specular); //out vec3 result = ambient + diffuse + specular; FragColor = vec4(result, 1.0); }