#version 410 core
in vec3 FragPos;
in vec3 Normal;
in vec3 Color;

out vec4 FragColor;

uniform vec3 uLightPos;
uniform vec3 uViewPos;
uniform vec3 uLightColor;
uniform float uAmbientStrength;
uniform float uSpecularStrength;
uniform float uShininess;

void main() {
    // Normalize the normal vector
    vec3 norm = normalize(Normal);
    
    // Ambient lighting
    vec3 ambient = uAmbientStrength * uLightColor;
    
    // Diffuse lighting
    vec3 lightDir = normalize(uLightPos - FragPos);
    float diff = max(dot(norm, lightDir), 0.0);
    vec3 diffuse = diff * uLightColor;
    
    // Specular lighting
    vec3 viewDir = normalize(uViewPos - FragPos);
    vec3 reflectDir = reflect(-lightDir, norm);
    float spec = pow(max(dot(viewDir, reflectDir), 0.0), uShininess);
    vec3 specular = uSpecularStrength * spec * uLightColor;
    
    // Combine results
    vec3 result = (ambient + diffuse + specular) * Color;
    FragColor = vec4(result, 1.0);
}
