#version 450 #extension GL_ARB_separate_shader_objects : enable layout(binding = 1) uniform sampler2D tex; layout(location = 0) in vec2 tex_coords; layout(location = 1) in vec3 normal_cam; layout(location = 2) in vec3 position_cam; layout(location = 3) in vec3 light_direction_cam; layout(location = 0) out vec4 out_color; void main() { vec3 normal_cam_u = normalize(normal_cam); vec3 light_direction_cam_u = normalize(light_direction_cam); float ambient_strength = 0.1; vec3 light_color = vec3(1.0, 1.0, 1.0); vec3 ambient_color = ambient_strength * light_color; float diffuse_strength = max(0.0, dot(normal_cam_u, light_direction_cam_u)); vec3 diffuse_color = diffuse_strength * light_color; // float specular_value = 1.0; // vec3 view_direction = normalize(position_cam); // vec3 reflect_direction = reflect(-light_direction_cam_nm, normal_cam_nm); // float specular_strength = pow(max(dot(view_direction, reflect_direction), 0.0), 32); // vec3 specular_color = specular_value * specular_strength * light_color; out_color = vec4(ambient_color + diffuse_color, 1.0) * texture(tex, tex_coords); }