// Copyright (C) 2023 The Qt Company Ltd. // SPDX-License-Identifier: LicenseRef-Qt-Commercial OR GPL-3.0-only vec4 qt_diffuseReflectionWrapBSDF(vec3 normalDir, in vec3 L, in vec3 lightDiffuse, float wrap) { float I = max( 0.0, ((dot(L, normalDir) + wrap)/ (1.0 + wrap)) ); //diffuseIntensity return vec4( I * lightDiffuse, 1.0 ); }