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@@ -160,8 +160,10 @@ Technique
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lightOffsets.z = sNumLightsPerType[0];
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lightOffsets.w = sTotalNumLights;
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+ float3 V = normalize(gViewOrigin - worldPosition);
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+
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float4 directLighting = getDirectLighting(worldPosition, surfaceData, lightOffsets);
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- float3 imageBasedSpecular = getImageBasedSpecular(worldPosition, gViewDir, surfaceData);
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+ float3 imageBasedSpecular = getImageBasedSpecular(worldPosition, V, surfaceData);
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float4 totalLighting = directLighting;
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totalLighting.rgb += imageBasedSpecular;
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