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@@ -11,19 +11,23 @@
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bool frontFacing; //gl_FrontFacing
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float depth;
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mat3 tbnMat;
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+ bool hasTangents;
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- // from texture
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+ // from texture/param reads
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vec3 albedo;
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float alpha;
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float metallic; // metallic value at the surface
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float roughness;
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- vec3 diffuseColor;
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- vec3 specularColor;
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- vec3 fZero;
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vec3 ao;
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+ vec3 lightMapColor;
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+ bool hasBasicLightMap;
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float exposure;
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vec3 emission;
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+ //from post param-read calculations
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+ vec3 diffuseColor;
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+ vec3 specularColor;
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+ vec3 fZero;
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// computed
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float NdotV;
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@@ -33,7 +37,7 @@
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vec3 directLightContribution; // light from direct light sources
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vec3 envLightContribution; // light from environment
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- float brightestLightStrength;
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+ float brightestNonGlobalLightStrength;
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#endstruct
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#define PBRSurface StdPBRSurface
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#endif
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