 }
 
 
-float getFresnelFactorAbsolute(vec3 K1, vec3 K2){
+float getFresnelFactorAbsoluteRelative(vec3 K1, vec3 K2){
 	float nSkin = 1.5;
 	float nK = 0.0;
 	

	float vv0 = _k1.y - _k2.y;
	float ww = _k1.z - _k2.z;	
	
	float fF = getFresnelFactorAbsolute(_k1, _k2);
	float nSkin = 1.5;
	float R0 = pow( (nSkin - 1.0) / (nSkin + 1.0) , 2.0); 
	
	fFByR0 = fF/R0;
	float shadowF = getShadowMaskFactor(_k1, _k2);

	vec3 V = vec3(uu0, vv0, ww);

	}
	
	// relative Fresnel Factor
	float F = fFByR0;
	F = F*F;
//	float cosNumNumSamples = cos(thetaR)*dimN*dimN;
	float cosNumNumSamples = 1.0;
