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Use numerator instead of nominator (re-applied previous commit).
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@@ -84,9 +84,9 @@ void main()
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float G = GeometrySmith(N, V, L, roughness);
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vec3 F = fresnelSchlick(clamp(dot(H, V), 0.0, 1.0), F0);
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vec3 nominator = NDF * G * F;
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vec3 numerator = NDF * G * F;
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float denominator = 4 * max(dot(N, V), 0.0) * max(dot(N, L), 0.0) + 0.0001; // + 0.0001 to prevent divide by zero
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vec3 specular = nominator / denominator;
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vec3 specular = numerator / denominator;
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// kS is equal to Fresnel
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vec3 kS = F;
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@@ -111,9 +111,9 @@ void main()
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float G = GeometrySmith(N, V, L, roughness);
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vec3 F = fresnelSchlick(max(dot(H, V), 0.0), F0);
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vec3 nominator = NDF * G * F;
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vec3 numerator = NDF * G * F;
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float denominator = 4 * max(dot(N, V), 0.0) * max(dot(N, L), 0.0) + 0.0001; // + 0.0001 to prevent divide by zero
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vec3 specular = nominator / denominator;
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vec3 specular = numerator / denominator;
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// kS is equal to Fresnel
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vec3 kS = F;
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@@ -85,9 +85,9 @@ void main()
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float G = GeometrySmith(N, V, L, roughness);
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vec3 F = fresnelSchlick(max(dot(H, V), 0.0), F0);
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vec3 nominator = NDF * G * F;
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vec3 numerator = NDF * G * F;
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float denominator = 4 * max(dot(N, V), 0.0) * max(dot(N, L), 0.0) + 0.0001; // + 0.0001 to prevent divide by zero
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vec3 specular = nominator / denominator;
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vec3 specular = numerator / denominator;
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// kS is equal to Fresnel
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vec3 kS = F;
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@@ -88,9 +88,9 @@ void main()
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float G = GeometrySmith(N, V, L, roughness);
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vec3 F = fresnelSchlick(max(dot(H, V), 0.0), F0);
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vec3 nominator = NDF * G * F;
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vec3 numerator = NDF * G * F;
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float denominator = 4 * max(dot(N, V), 0.0) * max(dot(N, L), 0.0) + 0.0001; // + 0.0001 to prevent divide by zero
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vec3 specular = nominator / denominator;
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vec3 specular = numerator / denominator;
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// kS is equal to Fresnel
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vec3 kS = F;
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@@ -95,9 +95,9 @@ void main()
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float G = GeometrySmith(N, V, L, roughness);
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vec3 F = fresnelSchlick(max(dot(H, V), 0.0), F0);
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vec3 nominator = NDF * G * F;
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vec3 numerator = NDF * G * F;
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float denominator = 4 * max(dot(N, V), 0.0) * max(dot(N, L), 0.0) + 0.0001; // + 0.0001 to prevent divide by zero
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vec3 specular = nominator / denominator;
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vec3 specular = numerator / denominator;
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// kS is equal to Fresnel
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vec3 kS = F;
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@@ -124,9 +124,9 @@ void main()
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float G = GeometrySmith(N, V, L, roughness);
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vec3 F = fresnelSchlick(max(dot(H, V), 0.0), F0);
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vec3 nominator = NDF * G * F;
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vec3 numerator = NDF * G * F;
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float denominator = 4 * max(dot(N, V), 0.0) * max(dot(N, L), 0.0) + 0.0001; // + 0.0001 to prevent divide by zero
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vec3 specular = nominator / denominator;
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vec3 specular = numerator / denominator;
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// kS is equal to Fresnel
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vec3 kS = F;
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