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++ // Copyright (C) 2023 The Qt Company Ltd.
++ // SPDX-License-Identifier: LicenseRef-Qt-Commercial OR GPL-3.0-only
++
++ #include "principledMaterialFresnel.glsllib"
++
++ vec4 qt_diffuseBurleyBSDF(in vec3 normal, in vec3 lightDirection, in vec3 viewVector, in vec3 lightDiffuse, in float roughness)
++ {
++ vec3 H = normalize(viewVector + lightDirection);
++ float cLdotH = max(0.0, dot(lightDirection, H));
++ float cNdotV = max(0.0, dot(normal, viewVector));
++ float cNdotL = max(0.0, dot(normal, lightDirection));
++
++ float fLight = qt_schlick(cNdotL);
++ float fView = qt_schlick(cNdotV);
++ float fDiffuse90 = 0.5 + 2.0 * cLdotH * cLdotH * roughness;
++ float fDiffuse = mix(1.0, fDiffuse90, fLight) * mix(1.0, fDiffuse90, fView);
++
++ float factor = fDiffuse * cNdotL;
++
++ return vec4(factor * lightDiffuse, 1.0);
++ }