struct GltfShadeMaterial { vec4 pbrBaseColorFactor; int pbrBaseColorTexture; vec3 emissiveFactor; }; #ifndef __cplusplus struct PrimMeshInfo { uint indexOffset; uint vertexOffset; int materialIndex; }; vec3 computeDiffuse(GltfShadeMaterial mat, vec3 lightDir, vec3 normal) { // Lambertian float dotNL = max(dot(normal, lightDir), 0.0); return mat.pbrBaseColorFactor.xyz * dotNL; } vec3 computeSpecular(GltfShadeMaterial mat, vec3 viewDir, vec3 lightDir, vec3 normal) { // Compute specular only if not in shadow const float kPi = 3.14159265; const float kShininess = 60.0; // Specular const float kEnergyConservation = (2.0 + kShininess) / (2.0 * kPi); vec3 V = normalize(-viewDir); vec3 R = reflect(-lightDir, normal); float specular = kEnergyConservation * pow(max(dot(V, R), 0.0), kShininess); return vec3(specular); } #endif