// This file has been automatically generated from resource file src/Shaders/PBRFresnel.glsl
static const char Shaders_PBRFresnel_glsl[] =
"//! Functions to calculate fresnel coefficient and approximate zero fresnel value.\n"
"vec3 occPBRFresnel (in vec3 theBaseColor,\n"
" in float theMetallic,\n"
" in float theIOR)\n"
"{\n"
" theIOR = (1.0 - theIOR) / (1.0 + theIOR);\n"
" theIOR *= theIOR;\n"
" vec3 f0 = vec3(theIOR);\n"
" f0 = mix (f0, theBaseColor.rgb, theMetallic);\n"
" return f0;\n"
"}\n"
"\n"
"vec3 occPBRFresnel (in vec3 theBaseColor,\n"
" in float theMetallic,\n"
" in float theIOR,\n"
" in float theCosVH)\n"
"{\n"
" vec3 f0 = occPBRFresnel (theBaseColor, theMetallic, theIOR);\n"
" theCosVH = 1.0 - theCosVH;\n"
" theCosVH *= theCosVH;\n"
" theCosVH *= theCosVH * theCosVH * theCosVH * theCosVH;\n"
" return f0 + (vec3 (1.0) - f0) * theCosVH;\n"
"}\n"
"\n"
"vec3 occPBRFresnel (in vec3 theBaseColor,\n"
" in float theMetallic,\n"
" in float theRoughness,\n"
" in float theIOR,\n"
" in float theCosV)\n"
"{\n"
" vec3 f0 = occPBRFresnel (theBaseColor, theMetallic, theIOR);\n"
" theCosV = 1.0 - theCosV;\n"
" theCosV *= theCosV;\n"
" theCosV *= theCosV * theCosV * theCosV * theCosV;\n"
" return f0 + (max(vec3(1.0 - theRoughness), f0) - f0) * theCosV;\n"
"}\n";