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Allow black metallic materials to reflect IBL
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6f1d4fd887
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@ -1162,7 +1162,7 @@ void main() {
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float a004 = min(r.x * r.x, exp2(-9.28 * ndotv)) * r.x + r.y;
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vec2 env = vec2(-1.04, 1.04) * a004 + r.zw;
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specular_light *= env.x * f0 + env.y * clamp(50.0 * f0.g, 0.0, 1.0);
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specular_light *= env.x * f0 + env.y * clamp(50.0 * f0.g, metallic, 1.0);
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#endif
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}
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@ -1484,7 +1484,7 @@ void fragment_shader(in SceneData scene_data) {
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float a004 = min(r.x * r.x, exp2(-9.28 * ndotv)) * r.x + r.y;
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vec2 env = vec2(-1.04, 1.04) * a004 + r.zw;
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specular_light *= env.x * f0 + env.y * clamp(50.0 * f0.g, 0.0, 1.0);
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specular_light *= env.x * f0 + env.y * clamp(50.0 * f0.g, metallic, 1.0);
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#endif
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}
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@ -1205,7 +1205,7 @@ void main() {
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float a004 = min(r.x * r.x, exp2(-9.28 * ndotv)) * r.x + r.y;
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vec2 env = vec2(-1.04, 1.04) * a004 + r.zw;
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specular_light *= env.x * f0 + env.y;
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specular_light *= env.x * f0 + env.y * clamp(50.0 * f0.g, metallic, 1.0);
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#endif
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}
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@ -202,7 +202,7 @@ void light_compute(vec3 N, vec3 L, vec3 V, float A, vec3 light_color, float atte
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float cLdotH5 = SchlickFresnel(cLdotH);
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// Calculate Fresnel using specular occlusion term from Filament:
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// https://google.github.io/filament/Filament.html#lighting/occlusion/specularocclusion
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float f90 = clamp(dot(f0, vec3(50.0 * 0.33)), 0.0, 1.0);
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float f90 = clamp(dot(f0, vec3(50.0 * 0.33)), metallic, 1.0);
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vec3 F = f0 + (f90 - f0) * cLdotH5;
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vec3 specular_brdf_NL = cNdotL * D * F * G;
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