varying vec3 vViewPosition;

#ifndef FLAT_SHADED

	varying vec3 vNormal;

#endif


struct BlinnPhongMaterial {

	vec3	diffuseColor;
	vec3	specularColor;
	float	specularShininess;
	float	specularStrength;

};

void RE_Direct_BlinnPhong( const in IncidentLight directLight, const in GeometricContext geometry, const in BlinnPhongMaterial material, inout ReflectedLight reflectedLight ) {

	#ifdef TOON

		vec3 irradiance = getGradientIrradiance( geometry.normal, directLight.direction ) * directLight.color;

	#else

		float dotNL = saturate( dot( geometry.normal, directLight.direction ) );
		vec3 irradiance = dotNL * directLight.color;

	#endif

	#ifndef PHYSICALLY_CORRECT_LIGHTS

		irradiance *= PI; // punctual light

	#endif

	reflectedLight.directDiffuse += irradiance * BRDF_Diffuse_Lambert( material.diffuseColor );

	reflectedLight.directSpecular += irradiance * BRDF_Specular_BlinnPhong( directLight, geometry, material.specularColor, material.specularShininess ) * material.specularStrength;

}

void RE_IndirectDiffuse_BlinnPhong( const in vec3 irradiance, const in GeometricContext geometry, const in BlinnPhongMaterial material, inout ReflectedLight reflectedLight ) {

	reflectedLight.indirectDiffuse += irradiance * BRDF_Diffuse_Lambert( material.diffuseColor );

}

#define RE_Direct				RE_Direct_BlinnPhong
#define RE_IndirectDiffuse		RE_IndirectDiffuse_BlinnPhong

#define Material_LightProbeLOD( material )	(0)
