+++ /dev/null
-#version 330 core\r
-\r
-in vec3 FragPos;\r
-in vec3 Normal;\r
-\r
-out vec4 FragColor;\r
-\r
-uniform vec3 objectColor;\r
-uniform vec3 lightColor;\r
-uniform vec3 lightPos;\r
-uniform vec3 viewPos;\r
-\r
-void main()\r
-{\r
- vec3 norm = normalize(Normal);\r
- vec3 lightDir = normalize(lightPos - FragPos);\r
-\r
- float diff = max(dot(norm, lightDir), 0.0);\r
- vec3 diffuse = diff * lightColor;\r
-\r
- float ambientStrength = 0.1;\r
- vec3 ambient = ambientStrength * lightColor;\r
-\r
- float specularStrength = 0.5;\r
- vec3 viewDir = normalize(viewPos - FragPos);\r
- vec3 reflectDir = reflect(-lightDir, norm);\r
- float spec = pow(max(dot(viewDir, reflectDir), 0.0), 32);\r
- vec3 specular = specularStrength * spec * lightColor;\r
-\r
- vec3 result = (ambient + diffuse + specular) * objectColor;\r
- FragColor = vec4(result, 1.0f);\r
-}\r