1#ifndef PI
2#define PI          3.14159265358979
3#define PI_SQUARE   ( PI * PI )
4#endif
5
6// All our vectors have been normalized
7vec4 diffuseReflectionBSDF(in vec3 N, in vec3 L, in vec3 lightDiffuse)
8{
9    float factor = max(0.0, dot(N, L));
10    return vec4(factor * lightDiffuse, 1.0);
11}
12