Remove unused HdotV in rendering.glsl
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@ -34,7 +34,6 @@ SurfaceBRDF brdf(const vec3 L, const ComputedSurfaceInfo surface_info) {
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// half-vector
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const vec3 H = normalize(surface_info.V + L);
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const float HdotV = clamp(dot(H, surface_info.V), 0.0, 1.0);
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// fresnel reflectance function
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const vec3 F = fresnel_schlick(surface_info.NdotV, surface_info.F0);
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