#version 330 in vec3 Normal; in vec3 FragPos; // in vec4 FragPosLightSpace; uniform vec3 lightPos; out vec4 outColour; vec3 viewPos = vec3(0.0, 0.0, 0.0); vec3 objectColour = vec3(1.0, 1.0, 1.0); vec3 lightColour = vec3(0.7, 0.0, 0.65); // vec3 lightColour = vec3(0.3, 0.85, 1.0); 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; 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 = 0.4; vec3 ambient = ambientStrength * lightColour; vec3 result = (ambient + diffuse + specular) * objectColour; outColour = vec4(result, 1.0); }