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- #version 150
- uniform vec4 diffuse;
- uniform vec4 ambient;
- uniform vec4 specular;
- uniform float shininess;
- uniform vec3 lightPos;
- in vec4 eye;
- in vec3 normal;
- in vec4 passColor;
- in vec2 passTexCoord;
- out vec4 outColor;
- void main()
- {
- vec4 spec = vec4(0.0);
- vec3 n = normalize(normal);
- vec3 e = normalize(vec3(eye));
- float intensity = max(dot(n, lightPos), 0.0);
- if(intensity > 0.0)
- {
- vec3 h = normalize(lightPos + e);
- float intSpec = max(dot(h,n), 0.0);
- spec = specular * pow(intSpec, shininess);
- }
- outColor = max(intensity * diffuse + spec, ambient);
- }
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