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- varying vec3 vViewPosition;
- #ifndef FLAT_SHADED
- varying vec3 vNormal;
- #endif
- struct BlinnPhongMaterial {
- vec3 diffuseColor;
- vec3 specularColor;
- float specularShininess;
- float specularStrength;
- };
- void RE_Direct_BlinnPhong( const in IncidentLight directLight, const in GeometricContext geometry, const in BlinnPhongMaterial material, inout ReflectedLight reflectedLight ) {
- #ifdef TOON
- vec3 irradiance = getGradientIrradiance( geometry.normal, directLight.direction ) * directLight.color;
- #else
- float dotNL = saturate( dot( geometry.normal, directLight.direction ) );
- vec3 irradiance = dotNL * directLight.color;
- #endif
- #ifndef PHYSICALLY_CORRECT_LIGHTS
- irradiance *= PI; // punctual light
- #endif
- reflectedLight.directDiffuse += irradiance * BRDF_Diffuse_Lambert( material.diffuseColor );
- reflectedLight.directSpecular += irradiance * BRDF_Specular_BlinnPhong( directLight, geometry, material.specularColor, material.specularShininess ) * material.specularStrength;
- }
- void RE_IndirectDiffuse_BlinnPhong( const in vec3 irradiance, const in GeometricContext geometry, const in BlinnPhongMaterial material, inout ReflectedLight reflectedLight ) {
- reflectedLight.indirectDiffuse += irradiance * BRDF_Diffuse_Lambert( material.diffuseColor );
- }
- #define RE_Direct RE_Direct_BlinnPhong
- #define RE_IndirectDiffuse RE_IndirectDiffuse_BlinnPhong
- #define Material_LightProbeLOD( material ) (0)
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