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@@ -629,11 +629,12 @@ void light_compute(vec3 N, vec3 L, vec3 V, float A, vec3 light_color, float atte
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float diffuse_brdf_NL; // BRDF times N.L for calculating diffuse radiance
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#if defined(DIFFUSE_LAMBERT_WRAP)
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- // energy conserving lambert wrap shader
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- diffuse_brdf_NL = max(0.0, (NdotL + roughness) / ((1.0 + roughness) * (1.0 + roughness)));
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+ // Energy conserving lambert wrap shader.
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+ // https://web.archive.org/web/20210228210901/http://blog.stevemcauley.com/2011/12/03/energy-conserving-wrapped-diffuse/
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+ diffuse_brdf_NL = max(0.0, (NdotL + roughness) / ((1.0 + roughness) * (1.0 + roughness))) * (1.0 / M_PI);
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#elif defined(DIFFUSE_TOON)
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- diffuse_brdf_NL = smoothstep(-roughness, max(roughness, 0.01), NdotL);
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+ diffuse_brdf_NL = smoothstep(-roughness, max(roughness, 0.01), NdotL) * (1.0 / M_PI);
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#elif defined(DIFFUSE_BURLEY)
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