+ diffTex = texture(material.diffuseMap, texCoord);
+ else
+ diffTex = vec4(1);
+
+ vec4 ambient = material.ambient * diffTex;
+
+ vec4 diffuse = max(0, dot(lightDir, normal)) * material.diffuse * diffTex;
+
+ vec3 viewDir = normalize(viewPos - fragPos);
+ vec3 reflectDir = reflect(-lightDir, normal);
+
+ vec4 specTex;
+ if (material.hasSpecularMap)
+ specTex = texture(material.specularMap, texCoord);