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// Copyright (C) 2025 The Qt Company Ltd.
// SPDX-License-Identifier: LicenseRef-Qt-Commercial OR GPL-3.0-only
vec4 qt_diffuseLambertWrapBRDF(vec3 normalDir, in vec3 L, in vec3 lightDiffuse, float wrap)
{
float diffuseIntensity = max(0.0, ((dot(L, normalDir) + wrap) / (1.0 + wrap)));
return vec4( diffuseIntensity * lightDiffuse, 1.0 );
}