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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 fnorm;
in vec3 fpos;
in vec2 fuv;
in vec3 lipos;

uniform sampler2D tex;

void main()
{
	vec3 objco = vec3(texture(tex, fuv));
	vec3 lico = vec3(1.0, 1.0, 1.0);

	float amb = 0.1;

	vec3 norm = normalize(fnorm);
	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);
}