Try to fix ibl precision issue
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@ -29,5 +29,5 @@ void main(void)
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weight += NdotL;
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}
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FragColor = FinalColor / weight;
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FragColor = FinalColor / max(weight, 1.);
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}
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@ -7,5 +7,5 @@ vec3 SpecularIBL(vec3 normal, vec3 V, float roughness)
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// Assume 8 level of lod (ie 256x256 texture)
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float lodval = 8. * (1. - roughness);
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return clamp( textureLod(probe, sampleDirection, lodval).rgb, 0., 1.);
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return textureLod(probe, sampleDirection, lodval).rgb;
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}
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