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Open-source WebGL/WebGPU 3D engine for the web

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var metalnessModulatePS = /* glsl */ ` vec3 getSpecularModulate(in vec3 specularity, in vec3 albedo, in float metalness, in float f0, in float specularityFactor) { // Apply specularityFactor to dielectric F0 only. For metals (metalness=1), F0 is the albedo // and should not be affected by specularityFactor per the KHR_materials_specular glTF spec. vec3 dielectricF0 = f0 * specularity * specularityFactor; return mix(dielectricF0, albedo, metalness); } vec3 getAlbedoModulate(in vec3 albedo, in float metalness) { return albedo * (1.0 - metalness); } `; export { metalnessModulatePS as default };