Slight proposed fixes to PBR.
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@ -915,7 +915,7 @@ LIGHT_SHADER_CODE
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#if defined(DIFFUSE_LAMBERT_WRAP)
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//energy conserving lambert wrap shader
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light_amount = max(0.0,(dot(N,L) + roughness) / ((1.0 + roughness) * (1.0 + roughness) * M_PI));
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light_amount = max(0.0,(dot(N,L) + roughness) / ((1.0 + roughness) * (1.0 + roughness)));
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#elif defined(DIFFUSE_OREN_NAYAR)
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@ -969,7 +969,7 @@ LIGHT_SHADER_CODE
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#endif
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#if defined(TRANSMISSION_USED)
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diffuse += light_color * diffuse_color * mix(vec3(light_amount),vec3(1.0),transmission) * attenuation;
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diffuse += light_color * diffuse_color * mix(vec3(light_amount),vec3(M_PI),transmission) * attenuation;
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#else
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diffuse += light_color * diffuse_color * light_amount * attenuation;
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#endif
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