--- /dev/null
+#version 330
+
+struct Material {
+ vec3 ambient;
+ vec3 diffuse;
+ vec3 specular;
+ float shininess;
+ bool hasTexture;
+};
+
+in vec3 normal;
+in vec3 fragPos;
+in vec2 texCoord;
+
+uniform vec3 lightPos;
+uniform vec3 viewPos;
+uniform vec4 lightColor;
+
+uniform Material material;
+uniform sampler2D tex;
+
+out vec4 FragColor;
+
+void main() {
+ vec3 lightDir = normalize(fragPos - lightPos);
+ vec3 diffuse = max(0, dot(-normal, lightDir)) * material.diffuse;
+
+ vec3 viewDir = normalize(fragPos - viewPos);
+ vec3 reflectDir = reflect(-lightDir, normal);
+ vec3 specular = pow(max(0, dot(viewDir, reflectDir)), material.shininess) * material.specular;
+
+ vec4 lighting = vec4(material.ambient + diffuse + specular, 1) * lightColor;
+
+ if (material.hasTexture)
+ FragColor = lighting * texture(tex, texCoord);
+ else
+ FragColor = lighting;
+}
+