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@@ -143,12 +143,6 @@ void RE_IndirectSpecular_Physical( const in vec3 radiance, const in vec3 irradia
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reflectedLight.indirectDiffuse += multiScattering * cosineWeightedIrradiance;
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reflectedLight.indirectDiffuse += diffuse * cosineWeightedIrradiance;
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- #ifndef STANDARD
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-
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- reflectedLight.indirectSpecular += clearCoatInv * radiance * BRDF_Specular_GGX_Environment( geometry.viewDir, geometry.normal, material.specularColor, material.specularRoughness );
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-
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- #endif
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-
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}
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#define RE_Direct RE_Direct_Physical
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