Test if shader bug trips CI/CD
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@ -7,7 +7,7 @@ in vec2 tex_coords;
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uniform sampler2D albedoGbuffer;
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uniform sampler2D positionGbuffer;
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uniform sampler2D normalGbuffer;
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uniform sampler2D normalGbuffer;h
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layout(std140, binding = 0) uniform SceneUniforms
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{
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@ -23,7 +23,7 @@ vec3 calculateDisneySpecular(vec3 N, vec3 V, vec3 L, vec3 albedo) {
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vec3 F = F0 + (1.0f - F0) * pow(1.0f - dot(H, V), 5.0f);
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// Normal Distribution Function (GGX)
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float roughness = 0.6f;
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float roughness = 0.5f;
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float alpha = roughness * roughness;
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float alpha2 = alpha * alpha;
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@ -38,9 +38,7 @@ vec3 calculateDisneySpecular(vec3 N, vec3 V, vec3 L, vec3 albedo) {
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float G1L = NdotL / (NdotL * (1.0f - k) + k);
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float G = G1V * G1L;
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//vec3 specular = vec3(F);
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vec3 specular = (D * G * F) / (4.0f * NdotL * NdotV + 0.001); // Adding a small bias to prevent division by zero
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vec3 specular = (D * G * F) / (4.0f * NdotL * NdotV + 0.001f); // Adding a small bias to prevent division by zero
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return specular;
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@ -49,7 +47,7 @@ vec3 calculateDisneySpecular(vec3 N, vec3 V, vec3 L, vec3 albedo) {
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void main()
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{
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vec4 albedo = texture(albedoGbuffer, tex_coords);
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//albedo = vec4(vec3(0.18f), texture(albedoGbuffer, tex_coords).a);
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albedo = vec4(vec3(0.18f), texture(albedoGbuffer, tex_coords).a);
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vec4 position = texture(positionGbuffer, tex_coords);
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vec4 normal = texture(normalGbuffer, tex_coords);
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