--- /dev/null
+#version 450
+
+uniform sampler2D tex;
+
+uniform vec4 diffuse;
+uniform vec4 specular;
+uniform float shininess;
+
+varying vec3 pos;
+varying vec3 normal;
+varying vec3 ldir;
+varying vec2 tex_coord;
+
+out vec4 color;
+
+void main()
+{
+ vec3 p = normalize(pos);
+ vec3 n = normalize(normal);
+ vec3 l = normalize(ldir);
+
+ vec3 r = normalize(-reflect(l, n));
+ vec3 vdir = normalize(-p);
+
+ float cdiff = max(dot(l, n), 0.0);
+ float cspec = pow(max(dot(r, vdir), 0.0), shininess);
+
+ vec4 texel = texture2D(tex, tex_coord);
+ color.xyz = diffuse.xyz * cdiff * texel.xyz + specular.xyz * cspec;
+ color.w = 1.0;
+}