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@@ -1119,7 +1119,7 @@ LIGHT_SHADER_CODE
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float NdotL = dot(N, L);
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float cNdotL = max(NdotL, 0.0); // clamped NdotL
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float NdotV = dot(N, V);
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- float cNdotV = max(NdotV, 0.0);
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+ float cNdotV = max(abs(NdotV), 1e-6);
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#if defined(DIFFUSE_BURLEY) || defined(SPECULAR_BLINN) || defined(SPECULAR_SCHLICK_GGX) || defined(LIGHT_USE_CLEARCOAT)
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vec3 H = normalize(V + L);
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