#version 450 layout(set = 0, binding = 0) uniform PerFrame { mat4 view; mat4 projection; mat4 lightSpaceMatrix; vec4 lightDir; vec4 lightColor; vec4 ambientColor; vec4 viewPos; vec4 fogColor; vec4 fogParams; vec4 shadowParams; }; layout(set = 1, binding = 0) uniform sampler2D uTexture; layout(set = 1, binding = 1) uniform BasicMaterial { vec4 color; vec3 lightPos; int useTexture; }; layout(location = 0) in vec3 FragPos; layout(location = 1) in vec3 Normal; layout(location = 2) in vec2 TexCoord; layout(location = 0) out vec4 outColor; void main() { vec3 ambient = 0.3 * vec3(1.0); vec3 norm = normalize(Normal); vec3 lightDir2 = normalize(lightPos - FragPos); float diff = max(dot(norm, lightDir2), 0.0); vec3 diffuse = diff * vec3(1.0); vec3 viewDir2 = normalize(viewPos.xyz - FragPos); vec3 reflectDir = reflect(-lightDir2, norm); float spec = pow(max(dot(viewDir2, reflectDir), 0.0), 32.0); vec3 specular = 0.5 * spec * vec3(1.0); vec3 result = ambient + diffuse + specular; if (useTexture != 0) { outColor = texture(uTexture, TexCoord) * vec4(result, 1.0); } else { outColor = color * vec4(result, 1.0); } }