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

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var lightSpecularGGX_default = ` fn calcLightSpecular(gloss: f32, worldNormal: vec3f, viewDir: vec3f, h: vec3f, lightDirNorm: vec3f) -> f32 { const PI: f32 = 3.141592653589793; let roughness: f32 = max((1.0 - gloss) * (1.0 - gloss), 0.001); let alpha: f32 = roughness * roughness; let NoH: f32 = max(dot(worldNormal, h), 0.0); let NoV: f32 = max(dot(worldNormal, viewDir), 0.0); let NoL: f32 = max(dot(worldNormal, -lightDirNorm), 0.0); let NoH2: f32 = NoH * NoH; let denom: f32 = NoH2 * (alpha - 1.0) + 1.0; let D: f32 = alpha / (PI * denom * denom); let alpha2: f32 = alpha * alpha; let lambdaV: f32 = NoL * sqrt(NoV * NoV * (1.0 - alpha2) + alpha2); let lambdaL: f32 = NoV * sqrt(NoL * NoL * (1.0 - alpha2) + alpha2); let G: f32 = 0.5 / max(lambdaV + lambdaL, 0.00001); return D * G; } fn getLightSpecular(h: vec3f, reflDir: vec3f, worldNormal: vec3f, viewDir: vec3f, lightDirNorm: vec3f, gloss: f32, tbn: mat3x3f) -> f32 { return calcLightSpecular(gloss, worldNormal, viewDir, h, lightDirNorm); } `; export { lightSpecularGGX_default as default };