#version 450 layout (set = 0, binding = 2) 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() { vec3 color = texture(samplerColorMap, inUV).rgb * inColor; vec3 N = normalize(inNormal); vec3 L = normalize(inLightVec); vec3 V = normalize(inViewVec); vec3 R = reflect(-L, N); float diffuse = max(dot(N, L), 0.1); outFragColor = vec4(color * diffuse, 1.0); }