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