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Allow black metallic materials to reflect IBL
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@@ -1484,7 +1484,7 @@ void fragment_shader(in SceneData scene_data) {
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float a004 = min(r.x * r.x, exp2(-9.28 * ndotv)) * r.x + r.y;
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vec2 env = vec2(-1.04, 1.04) * a004 + r.zw;
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specular_light *= env.x * f0 + env.y * clamp(50.0 * f0.g, 0.0, 1.0);
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specular_light *= env.x * f0 + env.y * clamp(50.0 * f0.g, metallic, 1.0);
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#endif
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}
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