stk-code_catmod/data/shaders/utils/getSpecular.frag

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2014-04-06 17:57:54 -04:00
vec3 getSpecular(vec3 normal, vec3 eyedir, vec3 lightdir, vec3 color, float roughness)
{
// Half Light View direction
vec3 H = normalize(eyedir + lightdir);
float NdotH = max(0., dot(normal, H));
float normalisationFactor = (roughness + 2.) / 8.;
vec3 FresnelSchlick = color + (1.0f - color) * pow(1.0f - max(0., (dot(eyedir, H))), 5);
return max(pow(NdotH, roughness) * FresnelSchlick * normalisationFactor, vec3(0.));
}