// Copyright (C) 2023 The Qt Company Ltd. // SPDX-License-Identifier: LicenseRef-Qt-Commercial OR GPL-3.0-only // All our vectors have been normalized vec4 qt_diffuseReflectionBSDF(in vec3 N, in vec3 L, in vec3 lightDiffuse) { float factor = max(0.0, dot(N, L)); return vec4(factor * lightDiffuse, 1.0); }