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

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var fresnelSchlickPS = /* wgsl */ ` // Schlick's approximation fn getFresnel( cosTheta: f32, gloss: f32, specularity: vec3f #if defined(LIT_IRIDESCENCE) , iridescenceFresnel: vec3f, iridescenceIntensity: f32 #endif ) -> vec3f { let fresnel: f32 = pow(1.0 - saturate(cosTheta), 5.0); let glossSq: f32 = gloss * gloss; // Scale gloss contribution by specularity intensity to ensure F90 approaches 0 when F0 is 0 let specIntensity: f32 = max(specularity.r, max(specularity.g, specularity.b)); let ret: vec3f = specularity + (max(vec3f(glossSq * specIntensity), specularity) - specularity) * fresnel; #if defined(LIT_IRIDESCENCE) return mix(ret, iridescenceFresnel, iridescenceIntensity); #else return ret; #endif } fn getFresnelCC(cosTheta: f32) -> f32 { let fresnel: f32 = pow(1.0 - saturate(cosTheta), 5.0); return 0.04 + (1.0 - 0.04) * fresnel; }`; export { fresnelSchlickPS as default };