// This file has been automatically generated from resource file src/Shaders/PBRFresnel.glsl

static const char Shaders_PBRFresnel_glsl[] =
  "//! Functions to calculate fresnel coefficient and approximate zero fresnel value.\n"
  "vec3 occPBRFresnel (in vec3  theBaseColor,\n"
  "                    in float theMetallic,\n"
  "                    in float theIOR)\n"
  "{\n"
  "  theIOR = (1.0 - theIOR) / (1.0 + theIOR);\n"
  "  theIOR *= theIOR;\n"
  "  vec3 f0 = vec3(theIOR);\n"
  "  f0 = mix (f0, theBaseColor.rgb, theMetallic);\n"
  "  return f0;\n"
  "}\n"
  "\n"
  "vec3 occPBRFresnel (in vec3  theBaseColor,\n"
  "                    in float theMetallic,\n"
  "                    in float theIOR,\n"
  "                    in float theCosVH)\n"
  "{\n"
  "  vec3 f0 = occPBRFresnel (theBaseColor, theMetallic, theIOR);\n"
  "  theCosVH = 1.0 - theCosVH;\n"
  "  theCosVH *= theCosVH;\n"
  "  theCosVH *= theCosVH * theCosVH * theCosVH * theCosVH;\n"
  "  return f0 + (vec3 (1.0) - f0) * theCosVH;\n"
  "}\n"
  "\n"
  "vec3 occPBRFresnel (in vec3  theBaseColor,\n"
  "                    in float theMetallic,\n"
  "                    in float theRoughness,\n"
  "                    in float theIOR,\n"
  "                    in float theCosV)\n"
  "{\n"
  "  vec3 f0 = occPBRFresnel (theBaseColor, theMetallic, theIOR);\n"
  "  theCosV = 1.0 - theCosV;\n"
  "  theCosV *= theCosV;\n"
  "  theCosV *= theCosV * theCosV * theCosV * theCosV;\n"
  "  return f0 + (max(vec3(1.0 - theRoughness), f0) - f0) * theCosV;\n"
  "}\n";
