 
 	f1 = min(f1, f2);
 	return min(1.0f, f1);
-
 }
 
 
 float getFresnelFactorAbsolute(vec3 K1, vec3 K2){
 	float nSkin = 1.5;
-	// float nSkin = 1.0015;
 	float nK = 0.0;
 	
 	vec3 hVec = -K1 + K2;

//	vec4 passcolor = (1.0-F2)*tex+(o_col);
	
//	frag_shaded	= vec4(passcolor.xyz*NdotL, 1.0) + vec4(ambient,ambient,ambient,0.0);
	frag_shaded	= o_col;
//	frag_shaded	= vec4(0,1,0,1);
}

float periods = periodCount-1.0; // 26 // number of patch periods along surface
float Omega = ((N_1/N_2)*2.0*PI)/t_0; // (N_1/N_2)*2*PI/t_0, before 8.0*PI*pow(10.0,7.0);
float bias = (N_2/2.0)/(N_2-1.0); // old: 50.0/99.0;
//float bias = (1.0/(N_1-1.0))*((N_1-1.0)/2.0); // old: 50.0/99.0;
float neighborRadius = (neigh_rad < 5 && neigh_rad > -1) ? float(neigh_rad) : 0.0;

//transformation constant
