#version 330 core struct Material { vec3 ambient, diffuse, specular; float shininess; }; in vec2 oUV; in vec3 oNormal; in vec3 oFragPos; out vec4 FragColor; uniform sampler2D texture1; uniform sampler2D texture2; uniform float ambientStrength; uniform vec3 ambientColor; uniform vec3 lightPos; uniform vec3 lightColor; uniform vec3 viewPos; uniform Material material; void main() { // Ambient light vec3 ambient = ambientColor * ambientStrength * material.ambient; vec3 norm = normalize(oNormal); // Diffuse light vec3 lightDir = normalize(lightPos - oFragPos); float diff = max(dot(norm, lightDir), 0.0); vec3 diffuse = (diff * material.diffuse) * lightColor; // Specular light vec3 viewDir = normalize(viewPos - oFragPos); vec3 reflectDir = reflect(-lightDir, norm); float spec = pow(max(dot(viewDir, reflectDir), 0.0), material.shininess); vec3 specular = (material.specular * spec) * lightColor; vec4 objColor = mix(texture(texture1, oUV), texture(texture2, oUV), 0.2); FragColor = vec4(ambient + diffuse + specular, 1.0) * objColor; }