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-rw-r--r--res/effectlib/funcspecularBSDF.glsllib14
1 files changed, 7 insertions, 7 deletions
diff --git a/res/effectlib/funcspecularBSDF.glsllib b/res/effectlib/funcspecularBSDF.glsllib
index 44e8196..e9450bf 100644
--- a/res/effectlib/funcspecularBSDF.glsllib
+++ b/res/effectlib/funcspecularBSDF.glsllib
@@ -9,14 +9,14 @@
vec4 specularBSDF(in vec3 N, in vec3 L, in vec3 viewDir, in vec3 lightSpecular,
in float ior, in float shininess, in vec3 tint, int mode)
{
- vec4 rgba = vec4( 0.0f, 0.0f, 0.0f, 1.0f );
+ vec4 rgba = vec4( 0.0, 0.0, 0.0, 1.0 );
float cosTheta = dot( N, L );
- if ( 0.0f < cosTheta )
+ if ( 0.0 < cosTheta )
{
if ( ( mode == scatter_reflect ) || ( mode == scatter_reflect_transmit ) )
{
vec3 R = reflect( -L, N );
- float cosAlpha = max( 0.0f, dot( R, viewDir ) );
+ float cosAlpha = max( 0.0, dot( R, viewDir ) );
float shine = pow( cosAlpha, shininess );
rgba.rgb = shine * lightSpecular;
}
@@ -25,17 +25,17 @@ vec4 specularBSDF(in vec3 N, in vec3 L, in vec3 viewDir, in vec3 lightSpecular,
{
// check against total reflection
vec3 R = refract( -viewDir, N, ior );
- if ( R == vec3( 0.0f, 0.0f, 0.0f ) )
+ if ( R == vec3( 0.0, 0.0, 0.0 ) )
{
- rgba.a = 1.0f;
+ rgba.a = 1.0;
}
else if ( mode == scatter_transmit )
{
- rgba.a = 0.0f;
+ rgba.a = 0.0;
}
else
{
- rgba.a = 1.0f - luminance( tint );
+ rgba.a = 1.0 - luminance( tint );
}
}
return( rgba );