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// Copyright (C) 2018 Tomasz Kramkowski <tk@the-tk.com>
// SPDX-License-Identifier: MIT
#version 330 core
out vec4 color;
in vec3 vnorm;
in vec3 fpos;
in vec3 lipos;
void main()
{
vec3 objco = vec3(1.0, 0.5, 0.31);
vec3 lico = vec3(1.0, 1.0, 1.0);
float amb = 0.1;
vec3 norm = normalize(vnorm);
vec3 lidir = normalize(lipos - fpos);
float dif = max(dot(norm, lidir), 0.0);
float spestr = 0.5;
vec3 vwdir = normalize(-fpos);
vec3 redir = reflect(-lidir, norm);
float spe = spestr * pow(max(dot(vwdir, redir), 0.0), 32);
color = vec4((amb + dif + spe) * lico * objco, 1.0);
}
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