#version 330 core out vec4 FragColor; in vec3 FragPos; in vec3 Normal; in vec3 LightPos; // extra in variable, since we need the light position in view space we calculate this in the vertex shader uniform vec3 lightColor; uniform vec3 objectColor; void main() { // ambient float ambientStrength = 0.1; vec3 ambient = ambientStrength * lightColor; // diffuse vec3 norm = normalize(Normal); vec3 lightDir = normalize(LightPos - FragPos); float diff = max(dot(norm, lightDir), 0.0); vec3 diffuse = diff * lightColor; // specular float specularStrength = 0.5; vec3 viewDir = normalize(-FragPos); // the viewer is always at (0,0,0) in view-space, so viewDir is (0,0,0) - Position => -Position vec3 reflectDir = reflect(-lightDir, norm); float spec = pow(max(dot(viewDir, reflectDir), 0.0), 32); vec3 specular = specularStrength * spec * lightColor; vec3 result = (ambient + diffuse + specular) * objectColor; FragColor = vec4(result, 1.0); }