11 float specularStrength = 0.5;
12 vec3 lightDir = normalize(fragPos - lightPos);
13 float diffuse = max(0, dot(normal, lightDir));
15 vec3 viewDir = normalize(fragPos - viewPos);
16 vec3 reflectDir = reflect(-lightDir, normal);
17 float specular = pow(max(0, dot(viewDir, reflectDir)), 128);
19 FragColor = (ambient + diffuse + specular) * color;