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- vec4 hemisphereLightSubroutine(vec4 N, vec4 worldPosition, vec3 worldNormal)
- {
- return vec4(0);
- vec4 c_ground = genericLight.diffuseColor;
- vec4 c_sky = genericLight.specularColor;
- vec4 c_diff = (1.0 - material.matMetallic) * fragmentColor;
- vec4 d = c_diff / PI;
- vec4 c_light = mix(c_ground, c_sky, clamp(N.y*0.5 + 0.5, 0, 1));
- vec4 L = N;
- return max(0, dot(N,L)) * d * c_light;
- }
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