#version 450

layout (binding = 1) uniform sampler2D samplerColorMap;

layout (location = 0) in vec3 inNormal;
layout (location = 1) in vec3 inColor;
layout (location = 2) in vec2 inUV;
layout (location = 3) in vec3 inViewVec;
layout (location = 4) in vec3 inLightVec;

layout (location = 0) out vec4 outFragColor;

void main() 
{
	// Desaturate color
    vec3 color = vec3(mix(inColor, vec3(dot(vec3(0.2126,0.7152,0.0722), inColor)), 0.65));	

	// High ambient colors because mesh materials are pretty dark
	vec3 ambient = color * vec3(1.0);
	vec3 N = normalize(inNormal);
	vec3 L = normalize(inLightVec);
	vec3 V = normalize(inViewVec);
	vec3 R = reflect(-L, N);
	vec3 diffuse = max(dot(N, L), 0.0) * color;
	vec3 specular = pow(max(dot(R, V), 0.0), 16.0) * vec3(0.75);
	outFragColor = vec4(ambient + diffuse * 1.75 + specular, 1.0);		
	
	float intensity = dot(N,L);
	float shade = 1.0;
	shade = intensity < 0.5 ? 0.75 : shade;
	shade = intensity < 0.35 ? 0.6 : shade;
	shade = intensity < 0.25 ? 0.5 : shade;
	shade = intensity < 0.1 ? 0.25 : shade;

	outFragColor.rgb = inColor * 3.0 * shade;
}