#version 330 core in vec3 vert_normal; in vec3 frag_position; out vec4 color; uniform vec3 camera_position; uniform vec3 object_color; uniform vec3 light_color; uniform vec3 light_position; void main() { float ambient_strength = 0.15; float specular_strength = 0.5; vec3 normal = normalize(vert_normal); vec3 light_direction = normalize(light_position - frag_position); vec3 view_direction = normalize(camera_position - frag_position); vec3 reflect_direction = reflect(-light_direction, normal); float diff = max(dot(normal, light_direction), 0.0); float spec = pow(max(dot(reflect_direction, view_direction), 0.0), 32); vec3 ambient = light_color * ambient_strength; vec3 diffuse = diff * light_color; vec3 specular = specular_strength * spec * light_color; color = vec4(object_color * (ambient + diffuse + specular), 1.0); };