blob: 14f81ee3ff1f0a0564ab334f93431c3d112b652f [file] [log] [blame]
#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;
}