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#version 330 core
out vec4 FragColor;
in vec3 CamNormal;
in vec3 CamPos;
void main()
{
vec3 light_direction = vec3(0, 0, 1);
vec3 f_normal = normalize(CamNormal.xyz);
vec4 specular_reflection = vec4(0.2) * pow(max(0.0, dot(reflect(-light_direction, f_normal), vec3(0, 0, -1))), 16.f);
FragColor = vec4(dot(f_normal, light_direction)*vec3(1.0)+specular_reflection.xyz, 1.0);
}