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@@ -220,10 +220,10 @@ float3 evaluateStandardBRDF(Surface surface, SurfaceToLight surfaceToLight)
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float D = D_GGX(surfaceToLight.NdotH, surface.linearRoughnessSq);
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float D = D_GGX(surfaceToLight.NdotH, surface.linearRoughnessSq);
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float3 Fr = D * F * Vis;
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float3 Fr = D * F * Vis;
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-#if CAPTURING == true
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- return lerp(Fd + Fr,surface.f0,surface.metalness);
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+#ifdef CAPTURING
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+ return saturate(lerp(Fd + Fr,surface.f0,surface.metalness));
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#else
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#else
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- return Fd + Fr;
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+ return saturate(Fd + Fr);
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#endif
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#endif
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}
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}
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