Added Heidrich-Seidel anisotropic BRDF.
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@@ -6,7 +6,7 @@ using glm::refract;
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const float BIAS = 0.000001f;
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const vec3 BCKG_COLOR = vec3(1.0f);
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const vec3 BCKG_COLOR = vec3(0.1f);
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float Tracer::fresnel(const vec3 & i, const vec3 & n, const float ir1, const float ir2) const {
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float cos_t1 = dot(i, n);
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