Variable REIndirectDiffuseConst
REIndirectDiffuse: "\nfn getIndirectDiffuse(irradiance: vec3f, diffuseColor: vec3f, ptr_reflectedLight: ptr<function, ReflectedLight>) {\n (*ptr_reflectedLight).indirectDiffuse += irradiance * BRDF_Lambert( diffuseColor );\n}\n\n// Indirect Diffuse RenderEquations\nfn RE_IndirectDiffuse(irradiance: vec3f, diffuseColor: vec3f, ptr_reflectedLight: ptr<function, ReflectedLight>) {\n var totalAmbientIrradiance: vec3f = irradiance;\n \n for(var i: i32 = 0; i < ambientLights.count; i++) {\n totalAmbientIrradiance += ambientLights.color[i];\n }\n \n getIndirectDiffuse(totalAmbientIrradiance, diffuseColor, ptr_reflectedLight);\n}\n" = ...
WGSL functions to calculate the indirect diffuse contribution of lights.