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- Fix black pixels when subtractive lights are in range for PBR materials
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@ -181,7 +181,7 @@ vec3 ProcessMaterial(vec3 albedo, vec3 ambientLight)
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//vec3 ambient = (kD * diffuse + specular) * ao;
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vec3 ambient = (kD * diffuse) * ao;
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vec3 color = ambient + Lo;
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vec3 color = max(ambient + Lo, vec3(0.0));
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// Tonemap (reinhard) and apply sRGB gamma
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//color = color / (color + vec3(1.0));
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