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@@ -282,7 +282,7 @@ float computeSpecOcclusion( float NdotV , float AO , float roughness )
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float roughnessToMipLevel(float roughness, float numMips)
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float roughnessToMipLevel(float roughness, float numMips)
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{
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{
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- return roughness * numMips;
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+ return pow(abs(roughness),0.25) * numMips;
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}
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}
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float4 compute4Lights( Surface surface,
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float4 compute4Lights( Surface surface,
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