// Blinn Phong with emulated fresnel factor vec3 SpecularBRDF(vec3 normal, vec3 eyedir, vec3 lightdir, vec3 color, float roughness) { float exponentroughness = exp2(10. * roughness + 1.); // Half Light View direction vec3 H = normalize(eyedir + lightdir); float NdotH = clamp(dot(normal, H), 0., 1.); float normalisationFactor = (exponentroughness + 2.) / 8.; vec3 FresnelSchlick = color + (1.0f - color) * pow(1.0f - clamp(dot(eyedir, H), 0., 1.), 5); return max(pow(NdotH, exponentroughness) * FresnelSchlick * normalisationFactor, vec3(0.)); }