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float3 ImageBasedLighting(in float3 reflectVec, in float3 tangent, in float3 bitangent, in float3 wsNormal, in float3 toCamera, in float3 diffColor, in float3 specColor, in float roughness, inout float3 reflectionCubeColor)
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float3 ImageBasedLighting(in float3 reflectVec, in float3 tangent, in float3 bitangent, in float3 wsNormal, in float3 toCamera, in float3 diffColor, in float3 specColor, in float roughness, inout float3 reflectionCubeColor)
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reflectVec = GetSpecularDominantDir(wsNormal, reflectVec, roughness);
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reflectVec = GetSpecularDominantDir(wsNormal, reflectVec, roughness);
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const float ndv = saturate(dot(-toCamera, wsNormal));
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const float ndv = saturate(dot(-toCamera, wsNormal));
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