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#version 330 core

#preinclude "light.glsl"

out vec4 FragColor;

in vec2 in_texture_coords;

in vec3 in_frag_pos;
in vec3 in_normal;

uniform vec3 view_pos;

uniform sampler2D input_texture;

void main()
{
	vec3 ambient_light = calc_ambient_light(in_texture_coords);

	vec3 light_direction = normalize(light.position - in_frag_pos);
	vec3 norm = normalize(in_normal);

	vec3 diffuse_light = calc_diffuse_light(light_direction, norm, in_texture_coords);

	vec3 specular_light = calc_specular_light(
		light_direction,
		norm,
		view_pos,
		in_frag_pos,
		in_texture_coords
	);

	float attenuation = calc_attenuation(light, in_frag_pos);

	diffuse_light *= attenuation;
	specular_light *= attenuation;

	FragColor = vec4((ambient_light + diffuse_light + specular_light), 1.0);
}