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Aug 20th, 2019
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  1. float SphericalGaussianFresnelFunction(float LdotH,float SpecularColor)
  2. {
  3. float power = ((-5.55473 * LdotH) - 6.98316) * LdotH;
  4. return SpecularColor + (1 - SpecularColor) * pow(2,power);
  5. }
  6.  
  7. FresnelFunction *= SphericalGaussianFresnelFunction(LdotH, specColor);
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