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FIx the scattering ambient lighting diffuse which was too dark (got divided by PI) comparedd to non scattering
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@ -99,7 +99,6 @@ void evalLightingAmbient(out vec3 diffuse, out vec3 specular, LightAmbient ambie
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// Diffuse from ambient
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diffuse = sphericalHarmonics_evalSphericalLight(getLightAmbientSphere(ambient), lowNormalCurvature.xyz).xyz;
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diffuse /= 3.1415926;
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specular = vec3(0.0);
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}
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<@endif@>
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