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Go back to use GGX normal distribution (PBR)
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@@ -116,8 +116,8 @@ float3 DoPBRLight(float3 vWorldPos, float3 vWorldNormal, float3 albedo, float3 v
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//float3 F = Diffuse_OrenNayar(F0, roughness, NV, LN, HV);
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// D - Calculate normal distribution for specular BRDF.
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//float D = DistributionGGX(N, H, length(Li), roughness);
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float D = DistributionBlinnPhong(N, H, roughness);
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float D = DistributionGGX(N, H, length(Li), roughness);
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//float D = DistributionBlinnPhong(N, H, roughness);
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//float alpha = roughness * roughness;
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//float alphaPrime = clamp(lightRadius / (lenL * 2.0) + alpha, 0.0, 1.0);
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//float D = DistributionTrowbridgeReitz(HN, alpha, alphaPrime);
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