fixed black pixels artifacts when looking down
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@ -138,7 +138,7 @@ vec3 GGX(
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// Cook-Torrance BRDF
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// Cook-Torrance BRDF
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float NDF = DistributionGGX(N, H, roughness);
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float NDF = DistributionGGX(N, H, roughness);
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float G = GeometrySchlickGGX(NdotV, roughness) * GeometrySchlickGGX(NdotL, roughness);
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float G = GeometrySchlickGGX(NdotV, roughness) * GeometrySchlickGGX(NdotL, roughness);
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vec3 F = F0 + (1.0 - F0) * pow(1.0 - max(dot(H, V), 0.0), 5.0);
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vec3 F = F0 + (1.0 - F0) * pow(1.0 - clamp(dot(H, V), 0.0, 1.0), 5.0);
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vec3 nominator = NDF * G * F;
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vec3 nominator = NDF * G * F;
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float denominator = 4 * NdotV * NdotL + 0.001; // 0.001 to prevent divide by zero.
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float denominator = 4 * NdotV * NdotL + 0.001; // 0.001 to prevent divide by zero.
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