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-rw-r--r--res/effectlib/fresnelLayer.glsllib18
1 files changed, 9 insertions, 9 deletions
diff --git a/res/effectlib/fresnelLayer.glsllib b/res/effectlib/fresnelLayer.glsllib
index a9b4087..60d7176 100644
--- a/res/effectlib/fresnelLayer.glsllib
+++ b/res/effectlib/fresnelLayer.glsllib
@@ -61,8 +61,8 @@ vec3 pseudoFresnel( in vec3 N, in vec3 ior, float fresnelPower )
float fresnel( in float eta1, in float eta2, in float cosTheta1 )
{
float etaInv = eta1 / eta2;
- float cosTheta2 = 1.0f - ( 1.0f - cosTheta1 * cosTheta1 ) * ( etaInv * etaInv );
- if ( 0.0f <= cosTheta2 )
+ float cosTheta2 = 1.0 - ( 1.0 - cosTheta1 * cosTheta1 ) * ( etaInv * etaInv );
+ if ( 0.0 <= cosTheta2 )
{
cosTheta2 = sqrt( cosTheta2 );
float n1t1 = eta1 * cosTheta1;
@@ -71,29 +71,29 @@ float fresnel( in float eta1, in float eta2, in float cosTheta1 )
float n2t2 = eta2 * cosTheta2;
float rs = ( n1t1 - n2t2 ) / ( n1t1 + n2t2 );
float rp = ( n1t2 - n2t1 ) / ( n1t2 + n2t1 );
- float f = 0.5f * ( rs * rs + rp * rp );
+ float f = 0.5 * ( rs * rs + rp * rp );
return( clamp( f, 0.0, 1.0 ) );
}
else
{
- return( 1.0f );
+ return( 1.0 );
}
}
-// we assume, light rays run through air with ior == 1.0f
+// we assume, light rays run through air with ior == 1.0
// with eta = eta2 / eta1, we have
-// - when hitting a front face: eta2 == ior, eta1 == 1.0f => eta = ior
-// - when hitting a back face : eta2 == 1.0f, eta1 == ior => eta = 1.0f / ior
+// - when hitting a front face: eta2 == ior, eta1 == 1.0 => eta = ior
+// - when hitting a back face : eta2 == 1.0, eta1 == ior => eta = 1.0 / ior
vec3 fresnel( in vec3 N, in vec3 ior )
{
float cosTheta1 = dot( N, viewDir );
if ( gl_FrontFacing )
{
- return( vec3( fresnel( 1.0f, ior[0], cosTheta1 ), fresnel( 1.0f, ior[1], cosTheta1 ), fresnel( 1.0f, ior[2], cosTheta1 ) ) );
+ return( vec3( fresnel( 1.0, ior[0], cosTheta1 ), fresnel( 1.0, ior[1], cosTheta1 ), fresnel( 1.0, ior[2], cosTheta1 ) ) );
}
else
{
- return( vec3( fresnel( ior[0], 1.0f, cosTheta1 ), fresnel( ior[1], 1.0f, cosTheta1 ), fresnel( ior[2], 1.0f, cosTheta1 ) ) );
+ return( vec3( fresnel( ior[0], 1.0, cosTheta1 ), fresnel( ior[1], 1.0, cosTheta1 ), fresnel( ior[2], 1.0, cosTheta1 ) ) );
}
}