#version 330 uniform sampler2D DiffuseMap; uniform sampler2D SpecularMap; uniform sampler2D SSAO; uniform vec2 screen; uniform vec3 ambient; in vec4 color; out vec4 FragColor; void main(void) { vec2 tc = gl_FragCoord.xy / screen; vec3 DiffuseComponent = texture(DiffuseMap, tc).xyz; vec3 SpecularComponent = texture(SpecularMap, tc).xyz; float ao = texture(SSAO, tc).x; vec3 LightFactor = ao * ambient + DiffuseComponent + SpecularComponent * (1. - color.a); FragColor = vec4(color.xyz * LightFactor * ao, 1.); }