#version 330 // Vertex shader input data in vec2 fragTexCoord; in vec3 fragNormal; // Diffuse data uniform sampler2D texture0; uniform vec4 fragTintColor; // Light attributes uniform vec3 light_ambientColor = vec3(0.6, 0.3, 0); uniform vec3 light_diffuseColor = vec3(1, 0.5, 0); uniform vec3 light_specularColor = vec3(0, 1, 0); uniform float light_intensity = 1; uniform float light_specIntensity = 1; // Material attributes uniform vec3 mat_ambientColor = vec3(1, 1, 1); uniform vec3 mat_specularColor = vec3(1, 1, 1); uniform float mat_glossiness = 50; // World attributes uniform vec3 lightPos; uniform vec3 cameraPos; // Fragment shader output data out vec4 fragColor; vec3 AmbientLighting() { return mat_ambientColor * light_ambientColor; } vec3 DiffuseLighting(in vec3 N, in vec3 L) { // Lambertian reflection calculation float diffuse = clamp(dot(N, L), 0, 1); return tintColor.xyz * light_diffuseColor * light_intensity * diffuse; } vec3 SpecularLighting(in vec3 N, in vec3 L, in vec3 V) { float specular = 0; // Calculate specular reflection only if the surface is oriented to the light source if(dot(N, L) > 0) { // Calculate half vector vec3 H = normalize(L + V); // Calculate specular intensity specular = pow(dot(N, H), 3 + mat_glossiness); } return mat_specularColor * light_specularColor * light_specIntensity * specular; } void main() { // Normalize input vectors vec3 L = normalize(lightPos); vec3 V = normalize(cameraPos); vec3 N = normalize(fragNormal); vec3 ambient = AmbientLighting(); vec3 diffuse = DiffuseLighting(N, L); vec3 specular = SpecularLighting(N, L, V); // Get base color from texture vec4 textureColor = texture(texture0, fragTexCoord); vec3 finalColor = textureColor.rgb; fragColor = vec4(finalColor * (ambient + diffuse + specular), textureColor.a); }