#version 330 core in VS_OUT { vec3 frag_pos; vec3 normal; vec2 tex_coords; } fs_in; out vec4 frag_color; uniform sampler2D texture0; uniform vec3 light_pos; uniform vec3 view_pos; uniform bool blinn; void main(void) { vec3 light_dir = normalize(light_pos-fs_in.frag_pos); vec3 view_dir = normalize(view_pos-fs_in.frag_pos); vec3 normal = normalize(fs_in.normal); vec3 texture_color = texture(texture0, fs_in.tex_coords).rgb; float diff = max(dot(normal, light_dir), 0.0); float spec = 0.0; if (blinn) { vec3 halfway_dir = normalize(light_dir+view_dir); spec = pow(max(dot(normal, halfway_dir), 0.0), 16.0); } else { vec3 reflect_dir = reflect(-light_dir, normal); spec = pow(max(dot(view_dir, reflect_dir), 0.0), 8.0); } vec3 ambient = 0.05*texture_color; vec3 diffuse = diff*texture_color; vec3 specular = vec3(0.3)*spec; frag_color = vec4(ambient+diffuse+specular, 1.0); }