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#version 330 core
struct Material {
vec3 ambient;
vec3 diffuse;
vec3 specular;
int illum;
float Ns;
};
struct DirLight {
vec3 direction;
vec3 ambient;
vec3 diffuse;
vec3 specular;
};
out vec4 FragColor;
in vec3 FragPos;
in vec3 Normal;
in vec2 TexCoords;
uniform vec3 viewPos;
uniform DirLight dirLight;
uniform Material mtl;
void main()
{
vec3 norm = normalize(Normal);
vec3 viewDir = normalize(viewPos - FragPos);
vec3 lightDir = normalize(-dirLight.direction);
float diff = max(dot(norm, lightDir), 0.0);
vec3 reflectDir = normalize(reflect(-lightDir, norm));
float spec = pow(max(dot(viewDir, reflectDir), 0.0), mtl.Ns);
vec3 ambient = dirLight.ambient * mtl.ambient;
vec3 diffuse = diff * dirLight.diffuse * mtl.diffuse;
vec3 specular = spec * dirLight.specular * mtl.specular;
FragColor = vec4(ambient + diffuse + specular, 1.0);
}
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