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FIxing the diffuse contribution bug maybe
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@ -32,7 +32,7 @@ vec4 evalPBRShading(vec3 fragNormal, vec3 fragLightDir, vec3 fragEyeDir, vec3 sp
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vec3 fresnel = specular * (1.0 - shlickPower5) + vec3(shlickPower5);
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vec3 reflect = specularPower * fresnel * diffuse;
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return vec4(reflect, diffuse * (1 - fresnel.x)));
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return vec4(reflect, diffuse * (1 - fresnel.x));
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}
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<@endfunc@>
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