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@@ -135,11 +135,10 @@ void RE_Direct_Physical( const in IncidentLight directLight, const in GeometricC
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reflectedLight.directSpecular += irradiance * BRDF_Sheen( directLight.direction, geometry.viewDir, geometry.normal, material.sheenTint, material.sheenRoughness );
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- #else
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+ #endif
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- reflectedLight.directSpecular += irradiance * BRDF_GGX( directLight, geometry.viewDir, geometry.normal, material.specularColor, material.specularF90, material.roughness );
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+ reflectedLight.directSpecular += irradiance * BRDF_GGX( directLight, geometry.viewDir, geometry.normal, material.specularColor, material.specularF90, material.roughness );
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- #endif
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reflectedLight.directDiffuse += irradiance * BRDF_Lambert( material.diffuseColor );
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}
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