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| ** Copyright (C) 2014 NVIDIA Corporation. |
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| |
| vec4 directionalFactor( in vec3 normal, in vec3 viewDir, in vec3 normal_col, in vec3 grazing_col, in float exponent, in vec4 base ) |
| { |
| float f; |
| |
| f = clamp(dot(viewDir, normal),0.0, 1.0 ); |
| f = 1.0 - pow(f, 1.0/exponent); |
| vec3 directionalColor = mix( normal_col, grazing_col, f ); |
| |
| vec4 color = base * vec4(directionalColor, 1.0); |
| |
| return color; |
| } |