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@ -1030,7 +1030,7 @@ LIGHT_SHADER_CODE
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#if defined(LIGHT_USE_RIM)
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float rim_light = pow(1.0-cNdotV, (1.0-roughness)*16.0);
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float rim_light = pow(max(0.0,1.0-cNdotV), max(0.0,(1.0-roughness)*16.0));
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diffuse_light += rim_light * rim * mix(vec3(1.0),diffuse_color,rim_tint) * light_color;
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#endif
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}
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