vec4 qt_diffuseReflectionWrapBSDF(vec3 normalDir, in vec3 L, in vec3 lightDiffuse, float wrap)
{
    float I = max( 0.0, ((dot(L, normalDir) + wrap)/ (1.0 + wrap)) ); //diffuseIntensity
    return vec4( I * lightDiffuse, 1.0 );
}
