#include "luminance.glsllib" | |
#ifndef scatter_reflect | |
#define scatter_reflect 0 | |
#define scatter_transmit 1 | |
#define scatter_reflect_transmit 2 | |
#endif | |
// Blinn-Phong | |
vec4 specularBSDF(in vec3 N, in vec3 L, in vec3 V, in vec3 lightSpecular, in float shininess) | |
{ | |
vec4 rgba = vec4(0.0, 0.0, 0.0, 1.0); | |
vec3 H = normalize(V + L); | |
float cosAlpha = max(0.0, dot(H, N)); | |
float shine = pow(cosAlpha, shininess); | |
rgba.rgb = shine * lightSpecular; | |
return rgba; | |
} |