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@@ -55,7 +55,6 @@ void RE_IndirectDiffuse_BlinnPhong( const in vec3 irradiance, const in Geometric
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vec3 y = cross( viewDir, x );
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vec3 y = cross( viewDir, x );
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vec2 uv = vec2( dot( x, normal ), dot( y, normal ) ) * 0.495 + 0.5; // 0.495 to remove artifacts caused by undersized matcap disks
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vec2 uv = vec2( dot( x, normal ), dot( y, normal ) ) * 0.495 + 0.5; // 0.495 to remove artifacts caused by undersized matcap disks
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vec4 matcapColor = texture2D( matcap, uv );
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vec4 matcapColor = texture2D( matcap, uv );
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- matcapColor = matcapTexelToLinear( matcapColor );
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#ifdef MATCAP_BLENDING_MULTIPLY
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#ifdef MATCAP_BLENDING_MULTIPLY
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