Examples_3/Visibility_Buffer/src/Shaders/FSL/shading.h
float3 F_Schlick(float3 SpecularColor, float VoH)
{
	float Fc = Pow5(1.0f - VoH);		// 1 sub, 3 mul
										//return Fc + (1 - Fc) * SpecularColor;		// 1 add, 3 mad

	// Anything less than 2% is physically impossible and is instead considered to be shadowing
	//return saturate(50.0f * SpecularColor.g) * Fc + (1.0f - Fc) * SpecularColor;
	return saturate(SpecularColor.g) * Fc + (1.0f - Fc) * SpecularColor;

}
// [Schlick 1994, "An Inexpensive BRDF Model for Physically-Based Rendering"]
[Schlick 1994, "An Inexpensive BRDF Model for Physically-Based Rendering"]
[ Schlick 1994 " An Inexpensive BRDF Model for Physically - Based Rendering " ]
float3 F_Schlick(float3 SpecularColor, float VoH)
{
	float Fc = Pow5(1.0f - VoH);		
	return saturate(SpecularColor.g) * Fc + (1.0f - Fc) * SpecularColor;
}
float3 F_Schlick ( float3 SpecularColor , float VoH ) { float Fc = Pow5 ( 1.0f - VoH ) ; return saturate ( SpecularColor . g ) * Fc + ( 1.0f - Fc ) * SpecularColor ; }
[Schlick 1994, "An Inexpensive BRDF Model for Physically-Based Rendering"]
[ Schlick 1994 " An Inexpensive BRDF Model for Physically - Based Rendering " ]
// 1 sub, 3 mul //return Fc + (1 - Fc) * SpecularColor;		// 1 add, 3 mad // Anything less than 2% is physically impossible and is instead considered to be shadowing //return saturate(50.0f * SpecularColor.g) * Fc + (1.0f - Fc) * SpecularColor;