| #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); | |
| } | |