Compute horizon so threshold before transformation
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@ -900,6 +900,7 @@ void main() {
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if (scene_data.use_reflection_cubemap) {
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vec3 ref_vec = reflect(-view, normal);
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float horizon = min(1.0 + dot(ref_vec, normal), 1.0);
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ref_vec = scene_data.radiance_inverse_xform * ref_vec;
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#ifdef USE_RADIANCE_CUBEMAP_ARRAY
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@ -912,7 +913,6 @@ void main() {
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specular_light = textureLod(samplerCube(radiance_cubemap, material_samplers[SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP]), ref_vec, roughness * MAX_ROUGHNESS_LOD).rgb;
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#endif //USE_RADIANCE_CUBEMAP_ARRAY
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float horizon = min(1.0 + dot(ref_vec, normal), 1.0);
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specular_light *= horizon * horizon;
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specular_light *= scene_data.ambient_light_color_energy.a;
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}
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@ -840,6 +840,7 @@ void main() {
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if (scene_data.use_reflection_cubemap) {
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vec3 ref_vec = reflect(-view, normal);
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float horizon = min(1.0 + dot(ref_vec, normal), 1.0);
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ref_vec = scene_data.radiance_inverse_xform * ref_vec;
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#ifdef USE_RADIANCE_CUBEMAP_ARRAY
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@ -852,7 +853,6 @@ void main() {
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specular_light = textureLod(samplerCube(radiance_cubemap, material_samplers[SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP]), ref_vec, roughness * MAX_ROUGHNESS_LOD).rgb;
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#endif //USE_RADIANCE_CUBEMAP_ARRAY
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float horizon = min(1.0 + dot(ref_vec, normal), 1.0);
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specular_light *= horizon * horizon;
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specular_light *= scene_data.ambient_light_color_energy.a;
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}
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