#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); }