Use f0 instead of albedo in blinn and phong
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@ -211,7 +211,7 @@ void light_compute(vec3 N, vec3 L, vec3 V, float A, vec3 light_color, float atte
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float blinn = pow(cNdotH, shininess);
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blinn *= (shininess + 2.0) * (1.0 / (8.0 * M_PI));
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specular_light += light_color * attenuation * specular_amount * blinn * albedo * unpackUnorm4x8(orms).w;
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specular_light += light_color * attenuation * specular_amount * blinn * f0 * unpackUnorm4x8(orms).w;
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#elif defined(SPECULAR_PHONG)
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@ -221,7 +221,7 @@ void light_compute(vec3 N, vec3 L, vec3 V, float A, vec3 light_color, float atte
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float phong = pow(cRdotV, shininess);
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phong *= (shininess + 1.0) * (1.0 / (8.0 * M_PI));
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specular_light += light_color * attenuation * specular_amount * phong * albedo * unpackUnorm4x8(orms).w;
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specular_light += light_color * attenuation * specular_amount * phong * f0 * unpackUnorm4x8(orms).w;
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#elif defined(SPECULAR_TOON)
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