#version 330 core out vec4 frag_color; uniform vec3 light_pos; uniform vec3 solid_color; in vec3 normal_cameraspace; in vec3 light_direction_cameraspace; in vec3 eye_direction_cameraspace; in vec3 position_worldspace; void main() { vec4 material_diffuse_color = vec4(solid_color, 1); vec4 material_ambient_color = vec4(0.1, 0.1, 0.1, 1.0) * material_diffuse_color; vec4 material_specular_color = vec4(1.0, 1.0, 1.0, 1.0); vec3 normal = normalize(normal_cameraspace); vec3 light_dir = normalize(light_direction_cameraspace); float cos_theta = clamp(dot(normal, light_dir), 0, 1); vec3 eye = normalize(eye_direction_cameraspace); vec3 reflected = reflect(-light_dir, normal); float cos_alpha = clamp(dot(eye, reflected), 0, 1); vec4 light_color = vec4(1, 1, 1, 1); float light_power = 60; float distance = length(light_pos - position_worldspace); float dist_sq = pow(distance, 2); vec4 diffuse = material_diffuse_color * light_color * light_power * cos_theta / dist_sq; vec4 specular = material_specular_color * light_color * light_power * pow(cos_alpha, 10) / dist_sq; frag_color = material_ambient_color + diffuse + specular; };