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BRDF LUT order fix.
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@@ -66,7 +66,7 @@ float GeometrySmith(vec3 N, vec3 V, vec3 L, float roughness)
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return ggx1 * ggx2;
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}
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// ----------------------------------------------------------------------------
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vec2 IntegrateBRDF(float roughness, float NdotV)
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vec2 IntegrateBRDF(float NdotV, float roughness)
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{
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vec3 V;
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V.x = sqrt(1.0 - NdotV*NdotV);
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@@ -108,6 +108,6 @@ vec2 IntegrateBRDF(float roughness, float NdotV)
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// ----------------------------------------------------------------------------
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void main()
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{
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vec2 integratedBRDF = IntegrateBRDF(TexCoords.y, TexCoords.x);
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vec2 integratedBRDF = IntegrateBRDF(TexCoords.x, TexCoords.y);
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FragColor = integratedBRDF;
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}
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