+ 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