//This file is automatically rebuilt by the Cesium build process. export default "/**\n\ * Compute parameters for physically based rendering using the\n\ * specular/glossy workflow. All inputs are linear; sRGB texture values must\n\ * be decoded beforehand\n\ *\n\ * @name czm_pbrSpecularGlossinessMaterial\n\ * @glslFunction\n\ *\n\ * @param {vec3} diffuse The diffuse color for dielectrics (non-metals)\n\ * @param {vec3} specular The reflectance at normal incidence (f0)\n\ * @param {float} glossiness A number from 0.0 to 1.0 indicating how smooth the surface is.\n\ * @return {czm_pbrParameters} parameters to pass into {@link czm_pbrLighting}\n\ */\n\ czm_pbrParameters czm_pbrSpecularGlossinessMaterial(\n\ vec3 diffuse,\n\ vec3 specular,\n\ float glossiness\n\ ) \n\ {\n\ czm_pbrParameters results;\n\ \n\ // glossiness is the opposite of roughness, but easier for artists to use.\n\ float roughness = 1.0 - glossiness;\n\ results.roughness = roughness * roughness;\n\ \n\ results.diffuseColor = diffuse * (1.0 - max(max(specular.r, specular.g), specular.b));\n\ results.f0 = specular;\n\ \n\ return results;\n\ }\n\ ";