6 uniform vec4 lightColor;
12 float specularStrength = 0.5;
13 vec3 lightDir = normalize(fragPos - lightPos);
14 float diffuse = max(0, dot(-normal, lightDir));
16 vec3 viewDir = normalize(fragPos - viewPos);
17 vec3 reflectDir = reflect(-lightDir, normal);
18 float specular = pow(max(0, dot(viewDir, reflectDir)), 128);
20 vec4 lighting = (ambient + diffuse + specular) * lightColor;
22 FragColor = lighting * color;