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path: root/shaders/frag_irradiance.glsl
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#version 330 core

in vec3 FragPos;
in vec3 Normal;

out vec4 FragColor;

uniform sampler2D shadowmapTexture;

uniform vec3 objectColor;
uniform vec3 lightColor;
uniform vec3 lightPos;
uniform vec3 viewPos;

void main()
{
  vec3 norm = normalize(Normal);
  vec3 lightDir = normalize(lightPos - FragPos);

  float diff = max(dot(norm, lightDir), 0.0);
  vec3 diffuse = diff * lightColor;

  float ambientStrength = 0.1;
  vec3 ambient = ambientStrength * lightColor;

  float specularStrength = 0.5;
  vec3 viewDir = normalize(viewPos - FragPos);
  vec3 reflectDir = reflect(-lightDir, norm);
  float spec = pow(max(dot(viewDir, reflectDir), 0.0), 32);
  vec3 specular = specularStrength * spec * lightColor;

  vec3 result = (ambient + diffuse + specular) * objectColor;
  FragColor = vec4(result, 1.0f);
}