#version 450 #extension GL_ARB_separate_shader_objects : enable #extension GL_ARB_shading_language_420pack : enable layout (binding = 2) uniform sampler2D colorMap; layout (location = 0) in vec3 inNormal; layout (location = 1) in vec2 inUV; layout (location = 2) in vec3 inEyePos; layout (location = 3) in vec3 inLightVec; layout (location = 0) out vec4 outFragColor; void main() { vec3 N = normalize(inNormal); vec3 L = normalize(vec3(1.0)); outFragColor.rgb = texture(colorMap, inUV).rgb; vec3 Eye = normalize(-inEyePos); vec3 Reflected = normalize(reflect(-inLightVec, inNormal)); vec4 IAmbient = vec4(0.0, 0.0, 0.0, 1.0); vec4 IDiffuse = vec4(1.0) * max(dot(inNormal, inLightVec), 0.0); outFragColor = vec4((IAmbient + IDiffuse) * vec4(texture(colorMap, inUV).rgb, 1.0)); }