#version 150 core uniform vec4 ka; // Ambient reflectivity uniform vec4 kd; // Diffuse reflectivity uniform vec4 ks; // Specular reflectivity uniform float shininess; // Specular shininess factor uniform vec3 eyePosition; in vec3 worldPosition; in vec3 worldNormal; out vec4 fragColor; #pragma include phong.inc.frag void main() { vec3 worldView = normalize(eyePosition - worldPosition); fragColor = phongFunction(ka, kd, ks, shininess, worldPosition, worldView, worldNormal); }