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@@ -1,4 +1,4 @@
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PhysicalMaterial material;
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material.diffuseColor = diffuseColor.rgb * ( 1.0 - metalnessFactor );
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-material.specularRoughness = roughnessFactor * 0.5 + 0.5; // disney's remapping of [ 0, 1 ] roughness to [ 0.5, 1 ]
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+material.specularRoughness = clamp( roughnessFactor, 0.04, 1.0 ); // disney's remapping of [ 0, 1 ] roughness to [ 0.04, 1 ]
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material.specularColor = mix( vec3( 0.04 ), diffuseColor.rgb, metalnessFactor );
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