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