Don't clamp NdotV in surface calculations
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1 changed files with 1 additions and 1 deletions
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@ -13,7 +13,7 @@ ComputedSurfaceInfo compute_surface(const vec3 diffuse, const vec3 normal, const
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info.N = normalize(normal);
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info.V = normalize(scene.camPos.xyz - in_frag_pos);
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info.NdotV = clamp(dot(info.N, info.V), 0.0, 1.0);
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info.NdotV = max(dot(info.N, info.V), 0.0);
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info.metallic = metallic;
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info.roughness = max(0.0001, roughness * roughness);
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