8 uniform sampler2D shadowmapTexture;
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10 uniform vec3 objectColor;
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11 uniform vec3 lightColor;
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12 uniform vec3 lightPos;
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13 uniform vec3 viewPos;
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17 vec3 norm = normalize(Normal);
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18 vec3 lightDir = normalize(lightPos - FragPos);
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20 float diff = max(dot(norm, lightDir), 0.0);
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21 vec3 diffuse = diff * lightColor;
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23 float ambientStrength = 0.1;
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24 vec3 ambient = ambientStrength * lightColor;
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26 float specularStrength = 0.5;
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27 vec3 viewDir = normalize(viewPos - FragPos);
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28 vec3 reflectDir = reflect(-lightDir, norm);
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29 float spec = pow(max(dot(viewDir, reflectDir), 0.0), 32);
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30 vec3 specular = specularStrength * spec * lightColor;
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32 vec3 result = (ambient + diffuse + specular) * objectColor;
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33 FragColor = vec4(result, 1.0f);
\r