#version 330 in vec3 Normal; in vec3 FragPos; in vec4 FragPosLightSpace; uniform vec3 lightPos; out vec4 outColour; uniform sampler2D diffuseTexture; uniform sampler2D shadowMap; vec3 viewPos = vec3(0.0, 0.0, 0.0); vec3 objectColour = vec3(1.0, 1.0, 1.0); vec3 lightColour = vec3(1.0, 1.0, 1.0); // vec3 lightColour = vec3(0.1, 0.45, 0.9); float calculateShadow(vec4 fragPosLightSpace) { vec3 projCoords = fragPosLightSpace.xyz / fragPosLightSpace.w; projCoords = projCoords * 0.5 + 0.5; float closestDepth = texture(shadowMap, projCoords.xy).r; float currentDepth = projCoords.z; float shadow = currentDepth > closestDepth ? 1.0 : 0.0; return shadow; } void main() { vec3 normal = normalize(Normal); vec3 lightDir = normalize(lightPos - FragPos); float diff = max(dot(normal, lightDir), 0.0); vec3 diffuse = diff * lightColour; float specularStrength = 0.2; vec3 viewDir = normalize(viewPos - FragPos); vec3 reflectDir = reflect(-lightDir, normal); float spec = pow(max(dot(viewDir, reflectDir), 0.0), 32); vec3 specular = specularStrength * spec * lightColour; float ambientStrength = 0.1; vec3 ambient = ambientStrength * lightColour; float shadow = calculateShadow(FragPosLightSpace); vec3 result = (ambient + (1.0 - shadow) * (diffuse + specular)) * objectColour; outColour = vec4(result, 1.0); }