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@@ -225,8 +225,8 @@ float getDistanceAtt( float3 unormalizedLightVector , float invSqrAttRadius )
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float3 evaluateStandardBRDF(Surface surface, SurfaceToLight surfaceToLight)
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{
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- //disney diffuse
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- float3 Fd = Fr_DisneyDiffuse(surface.f0, surface.NdotV, surfaceToLight.NdotL, surfaceToLight.NdotH, surface.linearRoughness);
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+ //diffuse term
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+ float3 Fd = float3 Fd = surface.albedo.rgb * M_1OVER_PI_F;
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//GGX specular
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float3 F = F_Schlick(surface.f0, surface.f90, surfaceToLight.HdotV);
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