SL-17702: PBR: Optimize BRDF diffuse
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5a346844df
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5b7d8b61e0
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@ -44,6 +44,7 @@ uniform mat4 inv_proj;
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uniform vec2 screen_res;
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const float M_PI = 3.14159265;
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const float ONE_OVER_PI = 0.3183098861;
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vec3 srgb_to_linear(vec3 cs);
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@ -442,7 +443,7 @@ void initMaterial( vec3 diffuse, vec3 packedORM, out float alphaRough, out vec3
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vec3 BRDFDiffuse(vec3 color)
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{
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return color / M_PI;
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return color * ONE_OVER_PI;
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}
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vec3 BRDFLambertian( vec3 reflect0, vec3 reflect90, vec3 c_diff, float specWeight, float vh )
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