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ShaderChunk: More clearcoat refactor.
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src/renderers/shaders/ShaderChunk/lights_physical_pars_fragment.glsl.js

Lines changed: 2 additions & 12 deletions
Original file line numberDiff line numberDiff line change
@@ -113,19 +113,9 @@ void RE_IndirectSpecular_Physical( const in vec3 radiance, const in vec3 irradia
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#ifndef STANDARD
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#ifdef USE_CLEARCOAT_NORMALMAP
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float ccDotNV = saturate( dot( geometry.clearCoatNormal, geometry.viewDir ) );
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float ccDotNV = saturate( dot( geometry.clearCoatNormal, geometry.viewDir ) );
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reflectedLight.indirectSpecular += clearCoatRadiance * material.clearCoat * BRDF_Specular_GGX_Environment( geometry.viewDir, geometry.clearCoatNormal, vec3( DEFAULT_SPECULAR_COEFFICIENT ), material.clearCoatRoughness );
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#else
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float ccDotNV = saturate( dot( geometry.normal, geometry.viewDir ) );
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reflectedLight.indirectSpecular += clearCoatRadiance * material.clearCoat * BRDF_Specular_GGX_Environment( geometry.viewDir, geometry.normal, vec3( DEFAULT_SPECULAR_COEFFICIENT ), material.clearCoatRoughness );
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#endif
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reflectedLight.indirectSpecular += clearCoatRadiance * material.clearCoat * BRDF_Specular_GGX_Environment( geometry.viewDir, geometry.clearCoatNormal, vec3( DEFAULT_SPECULAR_COEFFICIENT ), material.clearCoatRoughness );
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float ccDotNL = ccDotNV;
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float clearCoatDHR = material.clearCoat * clearCoatDHRApprox( material.clearCoatRoughness, ccDotNL );

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