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@@ -1103,9 +1103,9 @@ LIGHT_SHADER_CODE
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float Fr = mix(.04, 1.0, cLdotH5);
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float Gr = G_GGX_2cos(cNdotL, .25) * G_GGX_2cos(cNdotV, .25);
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- float specular_brdf_NL = 0.25 * clearcoat * Gr * Fr * Dr * cNdotL;
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+ float clearcoat_specular_brdf_NL = 0.25 * clearcoat * Gr * Fr * Dr * cNdotL;
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- specular_light += specular_brdf_NL * light_color * specular_blob_intensity * attenuation;
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+ specular_light += clearcoat_specular_brdf_NL * light_color * specular_blob_intensity * attenuation;
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#endif
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}
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