blob: b15a47ac96efe71e03c39d8b1575bab66d83eb57 [file] [log] [blame]
#ifndef PI
#define PI 3.14159265358979
#define PI_SQUARE ( PI * PI )
#endif
// All our vectors have been normalized
vec4 diffuseReflectionBSDF(in vec3 N, in vec3 L, in vec3 lightDiffuse)
{
float factor = max(0.0, dot(N, L));
return vec4(factor * lightDiffuse, 1.0);
}