#version 460 core out vec4 FragColor; in vec3 Normal; in vec3 FragPos; uniform vec3 viewPos; uniform vec3 lightColor; uniform vec3 objectColor; void main() { // ambient float ambientStrength = 0.1; vec3 ambient = ambientStrength * lightColor; vec3 vecDist = viewPos - FragPos; vec3 normDist = normalize(vecDist); // diffuse vec3 norm = normalize(Normal); vec3 lightDir = normDist; float diff = max(dot(norm, lightDir), 0.0); vec3 diffuse = diff * lightColor; // specular float specularStrength = 0.5; vec3 viewDir = normDist; vec3 reflectDir = reflect(-lightDir, norm); float spec = pow(max(dot(viewDir, reflectDir), 0.0), 8); vec3 specular = specularStrength * spec * lightColor; float dist = distance(viewPos, FragPos); float att = 1.0 / (1.0 + 0.1*dist + 0.01*dist*dist); vec3 result = (ambient + diffuse + specular) * att * objectColor; FragColor = vec4(result, 1.0); }