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@@ -80,7 +80,7 @@ void PBR_ComputeDirectLight(vec3 normal, vec3 lightDir, vec3 viewDir,
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float D = alpha2 / denom;
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// Compute Fresnel function via Schlick's approximation.
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- float fresnel = fZero + ( 1.0 - fZero ) * pow( 1.0 - hdotv, 5.0 );
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+ float fresnel = fZero + ( 1.0 - fZero ) * pow( 2.0, (-5.55473 * hdotv - 6.98316) * hdotv);
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//G Shchlick GGX Gometry shadowing term, k = alpha/2
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float k = alpha * 0.5;
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