#version 150 core in vec3 worldPosition; in vec2 texCoord; in mat3 tangentMatrix; uniform sampler2D diffuseTexture; uniform sampler2D normalTexture; // TODO: Replace with a struct uniform vec3 ka; // Ambient reflectivity uniform vec3 ks; // Specular reflectivity uniform float shininess; // Specular shininess factor uniform vec3 eyePosition; out vec4 fragColor; #pragma include light.inc.frag void main() { // Sample the textures at the interpolated texCoords vec4 diffuseTextureColor = texture( diffuseTexture, texCoord ); vec3 normal = 2.0 * texture( normalTexture, texCoord ).rgb - vec3( 1.0 ); // Calculate the lighting model, keeping the specular component separate vec3 diffuseColor, specularColor; adsModelNormalMapped(worldPosition, normal, eyePosition, shininess, tangentMatrix, diffuseColor, specularColor); // Combine spec with ambient+diffuse for final fragment color fragColor = vec4( ka + diffuseTextureColor.rgb * diffuseColor + ks * specularColor, 1.0 ); }