#version 460 core out vec4 FragColor; in vec3 Normal; in vec3 FragPos; uniform vec3 objectColor; uniform vec3 lightColor; uniform vec3 lightPos; uniform vec3 viewPos; void main() { // ambient lighting calculation float ambientStrength = 0.1; vec3 ambient = ambientStrength * lightColor; // diffuse lighting calculation vec3 norm = normalize(Normal); vec3 lightDir = normalize(lightPos - FragPos); float diff = max(dot(norm, lightDir), 0.0); vec3 diffuse = diff * lightColor; // specular lighting float specularStrength = 0.5; float shininess = 32; vec3 viewDir = normalize(viewPos - FragPos); vec3 reflectDir = reflect(-lightDir, norm); float spec = pow(max(dot(viewDir, reflectDir), 0.0), shininess); vec3 specular = specularStrength * spec * lightColor; // Calculate the result; vec3 result = (ambient + diffuse + specular) * objectColor; FragColor = vec4(result, 1.0); }