#version 330 core in vec3 Normal; in vec3 FragPos; out vec4 FragColor; uniform vec3 objectColor; uniform vec3 lightColor; uniform vec3 lightPos; uniform vec3 viewPos; void main(){ float specularStrength = 0.5; float ambientStrength = 0.1; vec3 ambient = ambientStrength * lightColor; vec3 norm = normalize(Normal); vec3 lightDir = normalize(lightPos - FragPos); vec3 reflectDir = reflect(-lightDir, norm); vec3 viewDir = normalize(viewPos - FragPos); float spec = pow(max(dot(viewDir, reflectDir), 0.0), 32); vec3 specular = specularStrength * spec * lightColor; float diff = max(dot(norm, lightDir), 0.0); vec3 diffuse = diff * lightColor; vec3 result = (ambient + diffuse + specular) * objectColor; FragColor = vec4(result, 1.0); }