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@@ -1191,8 +1191,8 @@ LIGHT_SHADER_CODE
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float aspect = sqrt(1.0 - anisotropy * 0.9);
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float ax = alpha / aspect;
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float ay = alpha * aspect;
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- //float XdotH = dot(T, H);
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- //float YdotH = dot(B, H);
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+ float XdotH = dot(T, H);
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+ float YdotH = dot(B, H);
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float D = D_GGX_anisotropic(cNdotH, ax, ay, XdotH, YdotH, cNdotH);
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//float G = G_GGX_anisotropic_2cos(cNdotL, ax, ay, XdotH, YdotH) * G_GGX_anisotropic_2cos(cNdotV, ax, ay, XdotH, YdotH);
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float G = V_GGX_anisotropic(ax, ay, dot(T, V), dot(T, L), dot(B, V), dot(B, L), cNdotV, cNdotL))
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