#version 450 layout (set = 1, binding = 0) 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(push_constant) uniform Material { vec4 ambient; vec4 diffuse; vec4 specular; float opacity; } material; layout (location = 0) out vec4 outFragColor; void main() { vec4 color = texture(samplerColorMap, inUV) * vec4(inColor, 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) * material.diffuse.rgb; vec3 specular = pow(max(dot(R, V), 0.0), 16.0) * material.specular.rgb; outFragColor = vec4((material.ambient.rgb + diffuse) * color.rgb + specular, 1.0-material.opacity); }