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@@ -2078,7 +2078,7 @@ void fragment_shader(in SceneData scene_data) {
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// cheap luminance approximation
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float f90 = clamp(50.0 * f0.g, metallic, 1.0);
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- indirect_specular_light *= energy_compensation * (f90 * envBRDF.x + f0 * envBRDF.y);
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+ indirect_specular_light *= energy_compensation * ((f90 - f0) * envBRDF.x + f0 * envBRDF.y);
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#endif
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}
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