#version 450

#extension GL_ARB_separate_shader_objects : enable
#extension GL_ARB_shading_language_420pack : enable

layout (binding = 3) uniform sampler2D colorMap;

layout (location = 0) in vec3 inNormal;
layout (location = 1) in vec2 inUV;
layout (location = 2) in vec3 inEyePos;
layout (location = 3) in vec3 inLightVec;

layout (location = 0) out vec4 outFragColor;

void main()
{
	vec3 N = normalize(inNormal);
	vec3 L = normalize(vec3(1.0));	
	
	outFragColor.rgb = texture(colorMap, inUV).rgb;
	
	vec3 Eye = normalize(-inEyePos);
	vec3 Reflected = normalize(reflect(-inLightVec, inNormal)); 

	vec4 IAmbient = vec4(0.0, 0.0, 0.0, 1.0);
	vec4 IDiffuse = vec4(1.0) * max(dot(inNormal, inLightVec), 0.0);

	outFragColor = vec4((IAmbient + IDiffuse) * texture(colorMap, inUV));	
}