OpenGL/shaders/lighting/Frag.glsl
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GLSL

#version 330 core
struct Material {
vec3 ambient;
vec3 diffuse;
vec3 specular;
float shininess;
};
out vec4 FragColor;
in vec3 FragPos;
in vec3 Normal;
uniform vec3 ourColor;
uniform vec3 lightColor;
uniform vec3 lightPos;
uniform vec3 viewPos;
uniform Material material;
void main()
{
//misc
vec3 norm = normalize(Normal);
vec3 lightDir = normalize(lightPos - FragPos);
// ambient
vec3 ambient = vec3(0.2) * (lightColor * material.ambient);
// diffuse
float diff = max(dot(norm, lightDir), 0.0);
vec3 diffuse = lightColor * (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 = vec3(0.5) * (lightColor * (spec * material.specular));
//out
vec3 result = ambient + diffuse + specular;
FragColor = vec4(result, 1.0);
}