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| ** Copyright (C) 2014 NVIDIA Corporation. |
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| |
| vec4 customCurveLayer( in vec3 L, in float normal_reflectivity, in float grazing_reflectivity, in float exponent, float weight, in vec3 layercolor, vec4 layer, vec4 base, in float alpha ) |
| { |
| vec3 H = normalize( viewDir + L ); |
| vec3 refl = reflect( -viewDir, H ); |
| float reflWt = clamp( dot( surfNormal, refl ) + 1.0, 0.0, 1.0 ); |
| |
| float curveFactor = mix( normal_reflectivity, grazing_reflectivity, pow(1.0 - abs(dot( viewDir, H )), exponent) ); |
| curveFactor *= weight * reflWt; |
| |
| return( vec4( mix( base.rgb, layercolor * layer.rgb, curveFactor ), mix(alpha, 1.0, curveFactor) ) ); |
| } |
| |