#version 430 core uniform vec3 objectColor; //uniform vec3 lightDir; uniform vec3 lightPos; uniform vec3 cameraPos; uniform sampler2D colorTexture; uniform vec3 colorTex; in vec3 interpNormal; in vec3 fragPos; in vec2 vTexCoord; void main() { vec3 normal = normalize(interpNormal); vec3 V = normalize(cameraPos-fragPos); float coef = pow(max(0,dot(normal,V)),3); vec4 textureColor = texture2D(colorTexture, -vTexCoord); vec3 texture = vec3(textureColor.x, textureColor.y, textureColor.z) * colorTex; gl_FragColor = vec4(texture + texture * coef, 1.0); }