#version 330 core in VertexData { vec3 normal; vec4 fragColor; vec2 texCoord; vec3 lightPosition; vec3 fragPosition; vec4 lightBrightness; vec3 lightColor; } vertexData; out vec4 outColor; uniform sampler2D modelTexture; void main() { vec3 ambientLightColor = vec3(1.0, 1.0, 1.0); // Ambient lighting vec3 ambient = vertexData.lightBrightness.x * ambientLightColor; // Diffuse lighting vec3 normalVector = normalize(vertexData.normal); vec3 lightDirection = normalize(vertexData.lightPosition - vertexData.fragPosition); float diffuse = vertexData.lightBrightness.y * max(dot(normalVector, lightDirection), 0.0); // Specular lighting vec3 viewDirection = normalize(-vertexData.fragPosition); vec3 reflectDirection = normalize(-reflect(lightDirection, normalVector)); float reflectionIntensity = pow(max(dot(viewDirection, reflectDirection), 0.0), vertexData.lightBrightness.w); float specular = vertexData.lightBrightness.z * reflectionIntensity; float dst = distance(vertexData.lightPosition, vertexData.fragPosition); float attn = 1./(1.0F + 0.1F*dst + 0.01f*dst*dst) ; vec3 color = ((diffuse + specular)*attn + ambient) * vertexData.lightColor; outColor = (texture(modelTexture, vertexData.texCoord) + vertexData.fragColor) * vec4(color, 1.0); }