+++ /dev/null
-#version 330
-in vec4 color;
-in vec3 normal;
-in vec3 fragPos;
-uniform vec3 lightPos;
-uniform vec3 viewPos;
-uniform vec4 lightColor;
-out vec4 FragColor;
-
-void main() {
- float ambient = 0.1;
- float specularStrength = 0.5;
- vec3 lightDir = normalize(fragPos - lightPos);
- float diffuse = max(0, dot(-normal, lightDir));
-
- vec3 viewDir = normalize(fragPos - viewPos);
- vec3 reflectDir = reflect(-lightDir, normal);
- float specular = pow(max(0, dot(viewDir, reflectDir)), 128);
-
- vec4 lighting = (ambient + diffuse + specular) * lightColor;
-
- FragColor = lighting * color;
-}