// Copyright (C) 2014 NVIDIA Corporation. // Copyright (C) 2023 The Qt Company Ltd. // SPDX-License-Identifier: LicenseRef-Qt-Commercial OR GPL-3.0-only #ifndef DEFAULT_MATERIAL_FRESNEL_GLSLLIB #define DEFAULT_MATERIAL_FRESNEL_GLSLLIB float qt_dielectricSpecular(in float ior) { return ((1.0-ior) * (1.0-ior)) / ((1.0+ior) * (1.0+ior)); } vec3 qt_defaultMaterialSimpleFresnel(in vec3 baseColor, in float metalness, in vec3 N, in vec3 viewDir, in float ds, float fresnelPower) { vec3 dielectricColor = vec3(ds); vec3 F = mix(dielectricColor, baseColor, metalness); float VdotN = max(dot(viewDir, N), 0.0); return F + (vec3(1.0) - F) * pow(1.0 - VdotN, fresnelPower); } vec3 qt_defaultMaterialSimpleFresnelNoMetalness(in vec3 N, in vec3 viewDir, in float ds, float fresnelPower) { vec3 F = vec3(ds); float VdotN = max(dot(viewDir, N), 0.0); return F + (vec3(1.0) - F) * pow(1.0 - VdotN, fresnelPower); } #endif