#version 330 core out vec4 FragColor; in vec3 FragPosition ; in vec3 Normal ; in vec3 LightViewPosition; in vec3 LightRawPos; uniform vec3 ObjectColor; uniform vec3 LightColor ; uniform vec3 ViewPosition; void main() { // Ambient float ambientStrength = 0.1; vec3 ambient = ambientStrength * LightColor ; // Diffuse vec3 direction = normalize(Normal ); vec3 lightDirection = normalize(LightViewPosition - FragPosition); float diffuseStrength = max(dot(direction, lightDirection), 0.0); vec3 diffuse = diffuseStrength * LightColor ; // Specular float specularStrength = 0.5; vec3 viewDirection = normalize(ViewPosition - FragPosition); // vec3 ViewDirection = normalize(-FragPosition); vec3 reflectionDirection = reflect(-lightDirection, direction); float spec = pow(max(dot(viewDirection, reflectionDirection), 0.0), 32); vec3 specular = specularStrength * spec * LightColor; // Combining vec3 result = (ambient + diffuse) * ObjectColor; FragColor = vec4(result, 1.0); }