#version 430 core out vec4 FragColor; in vec2 TexCoords; in vec3 Normal; in vec3 FragPos; uniform sampler2D texture_diffuse1; uniform sampler2D texture_specular1; // above 2 uniform can caculate objectColor uniform vec3 lightPos; uniform vec3 viewPos; uniform vec3 lightColor; void main() { vec3 objectColor = texture(texture_specular1, TexCoords).rgb; objectColor = texture(texture_diffuse1, TexCoords).rgb; // ambient float ambientStrength = 0.3; vec3 ambient = ambientStrength * lightColor; // diffuse vec3 norm = normalize(Normal); vec3 lightDir = normalize(lightPos - FragPos); float diff = max(dot(norm, lightDir), 0.0); vec3 diffuse = diff * lightColor; // specular float specularStrength = 0.5; vec3 viewDir = normalize(viewPos - FragPos); vec3 reflectDir = reflect(-lightDir, norm); float spec = pow(max(dot(viewDir, reflectDir), 0.0), 32); vec3 specular = specularStrength * spec * lightColor; vec3 result = (ambient + diffuse + specular) * objectColor; FragColor = vec4(result, 1.0); }