text: #pragma once
  
  #include "compat.h"
  
  // To implement a bsdf, implement the following 2 functions:
  // INLINE_FUNC vec3 EvaluateBSDF(const ShadingData shadingData, const vec3 iN, const vec3 T, const vec3 B, const vec3 wo, const vec3 wi, REFERENCE_OF(float)
  // pdf, REFERENCE_OF(uint) seed)
  //{
  //	pdf = 0.0f;
  //	return vec3(0.0f);
  //}
  
  // INLINE_FUNC vec3 SampleBSDF(const ShadingData shadingData, const vec3 iN, const vec3 N, const vec3 T, const vec3 B, const vec3 wi, const float t,
  //							const bool backfacing, REFERENCE_OF(vec3) wo, REFERENCE_OF(float) pdf, REFERENCE_OF(uint) seed)
  //{
  //	return vec3(0.0f);
  //}
  
  //#include "lambert.h"
  #include "disney.h"
  //#include "microfacet.h"
  //#include "microsurface_scattering.h"