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openmw/files/shaders/lib/water/fresnel.glsl

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GLSL

#ifndef LIB_WATER_FRESNEL
#define LIB_WATER_FRESNEL
float fresnel_dielectric(vec3 incoming, vec3 normal, float eta)
{
float c = abs(dot(incoming, normal));
float g = eta * eta - 1.0 + c * c;
float result;
if (g > 0.0)
{
g = sqrt(g);
float A =(g - c)/(g + c);
float B =(c *(g + c)- 1.0)/(c *(g - c)+ 1.0);
result = 0.5 * A * A *(1.0 + B * B);
}
else
{
result = 1.0; /* TIR (no refracted component) */
}
return result;
}
#endif