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@@ -396,7 +396,7 @@ lightingInfo computeSpotLighting(vec3 viewDirectionW, vec3 vNormal, vec4 lightDa
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lightingInfo computeHemisphericLighting(vec3 viewDirectionW, vec3 vNormal, vec4 lightData, vec3 diffuseColor, vec3 specularColor, vec3 groundColor, float roughness, float NdotV) {
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lightingInfo computeHemisphericLighting(vec3 viewDirectionW, vec3 vNormal, vec4 lightData, vec3 diffuseColor, vec3 specularColor, vec3 groundColor, float roughness, float NdotV) {
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float ndl = dot(vNormal, lightData.xyz) * 0.5 + 0.5;
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float ndl = dot(vNormal, lightData.xyz) * 0.5 + 0.5;
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color.rgb = mix(color.rgb, shadowedOnly, (1.0 - vPBRShadowIntensity.y));
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color.rgb = mix(color.rgb, shadowedOnly, (1.0 - vPBRShadowIntensity.y));
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