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

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var fresnelSchlick_default = ( /* glsl */ ` // pow(x, 5) implemented as multiplies to avoid the log2/exp2 pair pow compiles to float pow5(float x) { float x2 = x * x; return x2 * x2 * x; } // Schlick's approximation vec3 getFresnel( float cosTheta, float gloss, vec3 specularity #if defined(LIT_IRIDESCENCE) , vec3 iridescenceFresnel, float iridescenceIntensity #endif ) { float fresnel = pow5(1.0 - saturate(cosTheta)); float glossSq = gloss * gloss; // Scale gloss contribution by specularity intensity to ensure F90 approaches 0 when F0 is 0 float specIntensity = max(specularity.r, max(specularity.g, specularity.b)); vec3 ret = specularity + (max(vec3(glossSq * specIntensity), specularity) - specularity) * fresnel; #if defined(LIT_IRIDESCENCE) return mix(ret, iridescenceFresnel, iridescenceIntensity); #else return ret; #endif } float getFresnelCC(float cosTheta) { float fresnel = pow5(1.0 - saturate(cosTheta)); return 0.04 + (1.0 - 0.04) * fresnel; } ` ); export { fresnelSchlick_default as default };