@@ -163,6 +163,7 @@ float GetDiffuseVolumetric(vec3 worldPos)
#endif
}
+// https://en.wikipedia.org/wiki/Blinn%E2%80%93Phong_reflection_model
float GetSpecular(vec3 normal, vec3 eyeVec, vec3 lightDir, float specularPower)
{
vec3 halfVec = normalize(normalize(eyeVec) + lightDir);
@@ -176,6 +176,7 @@ float GetDiffuseVolumetric(float3 worldPos)
float GetSpecular(float3 normal, float3 eyeVec, float3 lightDir, float specularPower)
float3 halfVec = normalize(normalize(eyeVec) + lightDir);