#version 450 layout (binding = 1) uniform sampler2D samplerColor; layout (location = 0) in vec2 inUV; layout (location = 1) in float inLodBias; layout (location = 2) in vec3 inNormal; layout (location = 3) in vec3 inViewVec; layout (location = 4) in vec3 inLightVec; layout (location = 0) out vec4 outFragColor; void main() { vec4 color = texture(samplerColor, inUV, inLodBias); vec3 N = normalize(inNormal); vec3 L = normalize(inLightVec); vec3 V = normalize(inViewVec); vec3 R = reflect(-L, N); vec3 diffuse = max(dot(N, L), 0.0) * vec3(1.0); float specular = pow(max(dot(R, V), 0.0), 16.0) * color.a; outFragColor = vec4(diffuse * color.rgb + specular, 1.0); }