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b_engine/resources/standard.frag

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#version 400
out vec4 FragColor;
in vec3 Position;
in vec2 TexCoord;
in vec3 Normal;
uniform vec3 viewPosition;
uniform vec3 phongAmbient;
uniform vec3 phongDiffuse;
uniform vec3 phongSpecular;
uniform float phongShininess;
uniform vec3 lightDirection;
uniform vec3 lightAmbient;
uniform vec3 lightDiffuse;
uniform vec3 lightSpecular;
void main() {
vec3 norm = normalize(Normal);
vec3 lightDir = normalize(-lightDirection);
vec3 ambient = (phongAmbient);
float diffImpact = max(dot(norm, lightDir), 0.0);
vec3 diffuse = (phongDiffuse * diffImpact);
vec3 result = ambient + diffuse;
FragColor = vec4(result, 1.0);
}