Cleanup
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@@ -50,8 +50,6 @@ void main() {
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occ = mix(1.0, occ, dotnv); // AO Fresnel
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vec2 env_brdf = texelFetch(senvmap_brdf, ivec2(vec2(roughness, 1.0 - dotnv) * 256.0), 0).xy;
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// Envmap
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vec3 envl = sh_irradiance(vec3(n.x * envmap_data.z - n.y * envmap_data.y, n.x * envmap_data.y + n.y * envmap_data.z, n.z), shirr);
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envl /= PI;
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@@ -61,12 +59,10 @@ void main() {
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vec3 prefiltered_color = textureLod(senvmap_radiance, envmap_equirect(reflection_world, envmap_data.x), lod).rgb;
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envl.rgb *= albedo;
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// Indirect specular
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vec2 env_brdf = texelFetch(senvmap_brdf, ivec2(vec2(roughness, 1.0 - dotnv) * 256.0), 0).xy;
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envl.rgb += prefiltered_color * (f0 * env_brdf.x + env_brdf.y) * 1.5;
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envl.rgb *= envmap_data.w * occ;
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frag_color.rgb = envl;
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frag_color.rgb *= textureLod(ssaotex, tex_coord, 0.0).r;
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