--- /dev/null
+// 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";