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- float SphericalGaussianFresnelFunction(float LdotH,float SpecularColor)
- {
- float power = ((-5.55473 * LdotH) - 6.98316) * LdotH;
- return SpecularColor + (1 - SpecularColor) * pow(2,power);
- }
- FresnelFunction *= SphericalGaussianFresnelFunction(LdotH, specColor);
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