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- PhysicalMaterial material;
- material.diffuseColor = diffuseColor.rgb * ( 1.0 - metalnessFactor );
- material.specularRoughness = roughnessFactor * 0.5 + 0.5; // disney's remapping of [ 0, 1 ] roughness to [ 0.5, 1 ]
- material.specularColor = mix( vec3( 0.04 ), diffuseColor.rgb, metalnessFactor );
- #if defined( ENERGY_PRESERVING_RGB )
- material.diffuseColor *= whiteCompliment( specularColor );
- #elif defined( ENERGY_PRESERVING_MONOCHROME )
- material.diffuseColor *= whiteCompliment( luminance( specularColor ) );
- #endif
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