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Switch the constant in bevy-pbr to avoid display incosistencies
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@ -115,7 +115,7 @@ float getDistanceAttenuation(float distanceSquare, float inverseRangeSquared) {
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float factor = distanceSquare * inverseRangeSquared;
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float smoothFactor = saturate(1.0 - factor * factor);
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float attenuation = smoothFactor * smoothFactor;
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return attenuation * 1.0 / max(distanceSquare, 1e-4);
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return attenuation * 1.0 / max(distanceSquare, 1e-3);
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}
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// Normal distribution function (specular D)
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@ -353,7 +353,7 @@ void main() {
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emissive.rgb *= texture(sampler2D(StandardMaterial_emissive_texture, StandardMaterial_emissive_texture_sampler), v_Uv).rgb;
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vec3 V = normalize(CameraPos.xyz - v_WorldPosition.xyz);
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// Neubelt and Pettineo 2013, "Crafting a Next-gen Material Pipeline for The Order: 1886"
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float NdotV = max(dot(N, V), 1e-4);
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float NdotV = max(dot(N, V), 1e-3);
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// Remapping [0,1] reflectance to F0
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// See https://google.github.io/filament/Filament.html#materialsystem/parameterization/remapping
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@ -135,7 +135,7 @@ fn getDistanceAttenuation(distanceSquare: f32, inverseRangeSquared: f32) -> f32
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attenuation = (e64 * e65);
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let e68: f32 = attenuation;
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let e73: f32 = distanceSquare1;
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return ((e68 * 1.0) / max(e73, 0.00009999999747378752));
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return ((e68 * 1.0) / max(e73, 0.0010000000474974513));
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}
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fn D_GGX(roughness: f32, NoH: f32, h: vec3<f32>) -> f32 {
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@ -791,7 +791,7 @@ fn main1() {
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let e175: vec3<f32> = V3;
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let e180: vec3<f32> = N2;
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let e181: vec3<f32> = V3;
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NdotV4 = max(dot(e180, e181), 0.00009999999747378752);
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NdotV4 = max(dot(e180, e181), 0.0010000000474974513);
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let e187: f32 = global6.reflectance;
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let e189: f32 = global6.reflectance;
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let e192: f32 = metallic;
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