#version 450 #extension GL_ARB_separate_shader_objects : enable #extension GL_ARB_shading_language_420pack : enable layout (binding = 1) uniform sampler2DArray samplerArray; layout (location = 0) in vec3 inNormal; layout (location = 1) in vec3 inColor; layout (location = 2) in vec3 inEyePos; layout (location = 3) in vec3 inLightVec; layout (location = 4) in vec3 inUV; layout (location = 0) out vec4 outFragColor; void main() { vec4 color = texture(samplerArray, inUV) * vec4(inColor, 1.0); vec3 N = normalize(inNormal); vec3 L = normalize(vec3(1.0)); vec3 Eye = normalize(-inEyePos); vec3 Reflected = normalize(reflect(-inLightVec, inNormal)); vec4 IAmbient = vec4(vec3(0.1), 1.0); vec4 IDiffuse = vec4(1.0) * max(dot(inNormal, inLightVec), 0.0); float specular = 0.75; vec4 ISpecular = vec4(0.5, 0.5, 0.5, 1.0) * pow(max(dot(Reflected, Eye), 0.0), 32.0) * specular; outFragColor = vec4((IAmbient + IDiffuse) * color + ISpecular); }