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Sheen lobe supplements the base specular lobe (#22463)

WestLangley %!s(int64=3) %!d(string=hai) anos
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+ 2 - 3
src/renderers/shaders/ShaderChunk/lights_physical_pars_fragment.glsl.js

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