#version 330 core struct Material { sampler2D diffuse; sampler2D specular; float shininess; }; struct Light { vec3 position; vec3 direction; vec3 ambient; vec3 diffuse; vec3 specular; float cutoff; float outer_cutoff; }; in vec3 vert_normal; in vec3 frag_position; in vec2 uv_coords; out vec4 color; uniform Material material; uniform Light light; uniform vec3 camera_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); float theta = dot(light_direction, normalize(-light.direction)); float epsilon = light.cutoff - light.outer_cutoff; float intensity = clamp((theta - light.outer_cutoff) / epsilon, 0.0, 1.0); 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), material.shininess); vec3 diff_tex = vec3(texture(material.diffuse, uv_coords)); vec3 ambient = light.ambient * diff_tex; vec3 diffuse = light.diffuse * (diff * diff_tex) * intensity; vec3 specular = light.specular * (spec * vec3(texture(material.specular, uv_coords))) * intensity; color = vec4(ambient + diffuse + specular, 1.0); };