#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); | |
} |