#version 460 core out vec4 FragColor; in vec3 Normal; in vec3 FragPos; in vec2 TexCoords; struct Material { sampler2D diffuse; sampler2D specular; float shininess; }; struct Light{ vec3 position; vec3 ambient; vec3 diffuse; vec3 specular; }; uniform Light light; uniform Material material; uniform vec3 viewPos; void main() { // ambient lighting calculation vec3 ambient = light.ambient * vec3(texture(material.diffuse, TexCoords)); // diffuse lighting calculation vec3 norm = normalize(Normal); vec3 lightDir = normalize(light.position - FragPos); float diff = max(dot(norm, lightDir), 0.0); vec3 diffuse = light.diffuse * diff * vec3(texture(material.diffuse, TexCoords)); // specular lighting vec3 viewDir = normalize(viewPos - FragPos); vec3 reflectDir = reflect(-lightDir, norm); float spec = pow(max(dot(viewDir, reflectDir), 0.0), material.shininess); vec3 specular = light.specular * spec * vec3( texture(material.specular, TexCoords)); // Calculate the result; vec3 result = ambient + diffuse + specular ; FragColor = vec4(result, 1.0); }