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shaderf.fs
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uniform vec4 ambience;
uniform vec4 liteColor;
uniform vec3 lightPos;
in vec3 Normal;
in vec3 FragmentPos;
uniform vec3 viewPos;
uniform float specularStrength;
uniform int metallic;
vec4 color(vec4 graphicsColor, sampler2D image, vec2 uv)
{
//diffuse
vec3 norm = normalize(Normal);
vec3 lightDir = normalize(lightPos - FragmentPos);
float diff = max(dot(norm, lightDir), 0.0);
vec4 diffuse = diff * liteColor;
//specular
vec3 viewDir = normalize(viewPos - FragmentPos);
vec3 reflectDir = reflect(-lightDir, norm);
float spec = pow(max(dot(viewDir, reflectDir), 0.0), metallic);
vec4 specular = specularStrength * spec * liteColor;
vec4 baseColor = graphicsColor * texture(image, uv);
return baseColor * (ambience + diffuse + specular);
}