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@@ -95,7 +95,7 @@ vec3 computeSpecularTerm(float NdotH, float NdotL, float NdotV, float VdotH, flo
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float specTerm = max(0., visibility * distribution) * NdotL;
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vec3 fresnel = fresnelSchlickGGX(VdotH, reflectance0, reflectance90);
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- return vec3(specTerm, specTerm, specTerm);
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+ return fresnel * specTerm;
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}
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float computeDiffuseTerm(float NdotL, float NdotV, float VdotH, float roughness)
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