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@@ -58,8 +58,8 @@ vec3 FresnelSchlickRoughness(float cosTheta, vec3 F0, float roughness)
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float Fr_DisneyDiffuse(float NdotV, float NdotL, float LdotH, float linearRoughness)
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{
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- float energyBias = lerp(0, 0.5, linearRoughness);
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- float energyFactor = lerp(1.0, 1.0 / 1.51, linearRoughness);
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+ float energyBias = lerp(0.0f, 0.5f, linearRoughness);
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+ float energyFactor = lerp(1.0f, 1.0f / 1.51f, linearRoughness);
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float fd90 = energyBias + 2.0 * LdotH*LdotH * linearRoughness;
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vec3 f0 = vec3(1.0f, 1.0f, 1.0f);
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float lightScatter = F_Schlick(f0, fd90, NdotL).r;
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