# GLSL.std.450
main X s � � � main
Light
position
color
light_type light_direction(struct-Light-vf4-vf4-vu41;vf3; light position irradiance(struct-Light-vf4-vf4-vu41;vf3;vf3; light position normal Material albedo roughness reflectance ambient_ratio
diffuse_brdf(struct-Material-vf4-f1-f1-f11; material $ microfacet_distribution(vf3;vf3;f1; ! middle "