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+/****************************************************************************
+**
+** Copyright (C) 2014 NVIDIA Corporation.
+** Copyright (C) 2017 The Qt Company Ltd.
+** Contact: https://www.qt.io/licensing/
+**
+** This file is part of Qt 3D Studio.
+**
+** $QT_BEGIN_LICENSE:GPL$
+** Commercial License Usage
+** Licensees holding valid commercial Qt licenses may use this file in
+** accordance with the commercial license agreement provided with the
+** Software or, alternatively, in accordance with the terms contained in
+** a written agreement between you and The Qt Company. For licensing terms
+** and conditions see https://www.qt.io/terms-conditions. For further
+** information use the contact form at https://www.qt.io/contact-us.
+**
+** GNU General Public License Usage
+** Alternatively, this file may be used under the terms of the GNU
+** General Public License version 3 or (at your option) any later version
+** approved by the KDE Free Qt Foundation. The licenses are as published by
+** the Free Software Foundation and appearing in the file LICENSE.GPL3
+** included in the packaging of this file. Please review the following
+** information to ensure the GNU General Public License requirements will
+** be met: https://www.gnu.org/licenses/gpl-3.0.html.
+**
+** $QT_END_LICENSE$
+**
+****************************************************************************/
+
+#ifndef DEFAULT_MATERIAL_FRESNEL_GLSLLIB
+#define DEFAULT_MATERIAL_FRESNEL_GLSLLIB
+
+float defaultMaterialSimpleFresnel( in vec3 N, in vec3 viewDir, in float ior, float fresnelPower )
+{
+ float F = ((1.0-ior) * (1.0-ior)) / ((1.0+ior) * (1.0+ior));
+ float VdotN = dot(viewDir, N);
+ VdotN = clamp( VdotN, 0.0, 1.0 );
+ float ratio = F + (1.0 - F) * pow(1.0 - VdotN, fresnelPower);
+
+ return ratio;
+}
+
+#endif