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@@ -1071,10 +1071,10 @@ void main(void) {
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vec3 surfaceRefractionColor = vec3(0., 0., 0.);
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// Go mat -> blurry reflexion according to microSurface
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-#ifndef LODBASEDMICROSFURACE
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- float bias = 20. * (1.0 - microSurface);
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-#else
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+#ifdef LODBASEDMICROSFURACE
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float alphaG = convertRoughnessToAverageSlope(roughness);
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+#else
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+ float bias = 20. * (1.0 - microSurface);
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#endif
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#ifdef REFRACTION
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@@ -1109,7 +1109,7 @@ vec3 surfaceRefractionColor = vec3(0., 0., 0.);
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#ifdef LODBASEDMICROSFURACE
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surfaceRefractionColor = texture2DLodEXT(refraction2DSampler, refractionCoords, lodRefraction).rgb * vRefractionInfos.x;
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#else
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- surfaceRefractionColor = texture2D(refraction2DSampler, refractionCoords).rgb * vRefractionInfos.x;
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+ surfaceRefractionColor = texture2D(refraction2DSampler, refractionCoords, bias).rgb * vRefractionInfos.x;
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#endif
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surfaceRefractionColor = toLinearSpace(surfaceRefractionColor.rgb);
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@@ -1162,7 +1162,7 @@ vec3 environmentIrradiance = vReflectionColor.rgb;
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#ifdef LODBASEDMICROSFURACE
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environmentRadiance = texture2DLodEXT(reflection2DSampler, coords, lodReflection).rgb * vReflectionInfos.x;
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#else
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- environmentRadiance = texture2D(reflection2DSampler, coords).rgb * vReflectionInfos.x;
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+ environmentRadiance = texture2D(reflection2DSampler, coords, bias).rgb * vReflectionInfos.x;
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#endif
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environmentRadiance = toLinearSpace(environmentRadiance.rgb);
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