float fresnel( vec3 normal, vec3 view, float amount )
{
  return pow( ( 1.0 - clamp( dot( normalize( normal ), normalize( view ) ), 0.0, 1.0 ) ), amount );
}

float fresnelNormalized( vec3 normal, vec3 view, float amount )
{
  return pow( ( 1.0 - clamp( dot( normal, view ), 0.0, 1.0 ) ), amount);
}


