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#version 150 core
// TODO: Replace with a struct
uniform vec4 ka; // Ambient reflectivity
uniform float shininess; // Specular shininess factor
uniform vec3 eyePosition;
uniform sampler2D diffuseTexture;
uniform sampler2D specularTexture;
in vec3 worldPosition;
in vec3 worldNormal;
in vec2 texCoord;
out vec4 fragColor;
#pragma include light.inc.frag
void main()
{
vec4 diffuseTextureColor = texture( diffuseTexture, texCoord );
vec4 specularTextureColor = texture( specularTexture, texCoord );
vec3 worldView = normalize(eyePosition - worldPosition);
fragColor = phongFunction(ka, diffuseTextureColor, specularTextureColor, shininess, worldPosition, worldView, worldNormal);
}
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