float specularStrength = 0.5;//高光强度因子vec3 viewDir = normalize(viewPos - FragPos);//视角方向vec3 reflectDir = reflect(-lightDir, norm);//光照方向、法线方向——反射方向
float spec = pow(max(dot(viewDir, reflectDir), 0.0), 32);vec3 specular = specularStrength * spec * lightColor;//光照贴图vec3 specular = specular * vec3(texture(material.specular, TexCoords));vec3 result = (ambient + diffuse + specular) * objectColor;
