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fix: Fix IBLLUT fetch
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@@ -211,7 +211,7 @@ vec3 shadePBR( Isect isect, AngularInfo aI ) {
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// reflective ibl
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vec2 brdf = texture( samplerIBLLUT, vec2( aI.dotNV, 1.0 - roughness ) ).xy;
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vec2 brdf = texture( samplerIBLLUT, vec2( aI.dotNV, roughness ) ).xy;
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vec3 texEnv = 0.2 * sampleEnvLinear( envUv, 5.0 * roughness ).rgb;
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color += PI * ao * texEnv * ( brdf.x * F0 + brdf.y );
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