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fix Fresnel term
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@ -79,9 +79,9 @@ uniform sampler2D sNormal;
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#define PI 3.141592653589793
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float calcFresnel(float NdotL, float fbias) {
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float f = 1.0 - NdotL;
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return clamp(fbias + (1.0 - fbias) * (f * f), 0.0, 1.0);
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float calcFresnel(float VoH, float f0) {
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float f = pow(1.0 - VoH, 5.0);
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return f + f0 * (1.0f - f);
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}
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vec3 applyFog(vec3 color, vec3 fogColor, float factor) {
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@ -189,7 +189,7 @@ uniform sampler2D sNormal;
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vec4 refr = vec4(mix(refrA.xyz, refrB.xyz, refrA.w), 1.0);
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vec4 refl = texture2D(sReflect, vec2(tc.x, 1.0 - tc.y) + dudv * uParam.w);
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float fresnel = calcFresnel(dot(normal, viewVec), 0.04);
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float fresnel = calcFresnel(max(0.0, dot(normal, viewVec)), 0.12);
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vec4 color = mix(refr, refl, fresnel) + spec * 1.5;
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