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#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);
}
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