fixed weird aura when view direction and surface normal are aligned
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07ec396968
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2fc5938a87
@ -31,6 +31,12 @@ const glm::mat4 Light::biasMatrix(
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Texture* AmbientLight::brdfLUT = nullptr;
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void AmbientLight::setBrdfLut(Texture* texture)
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{
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brdfLUT = texture;
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brdfLUT->setWrap(GL_CLAMP_TO_EDGE);
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}
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void AmbientLight::bindAttributes(Shader *shader, Camera *camera)
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{
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int slot = PBRMaterial::NB_PBR_SLOTS;
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@ -64,7 +64,7 @@ public:
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Texture* getAmbient() { return ambient; }
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void setReflect(Texture* texture) { reflect = texture; }
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Texture* getReflect() { return reflect; }
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static void setBrdfLut(Texture* texture) { brdfLUT = texture; }
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static void setBrdfLut(Texture* texture);
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};
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class DirectionnalLight : public Light
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