PBRLighting Uses the world normal fetched from the texture...
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@ -214,7 +214,7 @@ void main(){
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vec3 indirectDiffuse = vec3(0.0);
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vec3 indirectSpecular = vec3(0.0);
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indirectDiffuse = textureCube(g_IrradianceMap, wNormal.xyz).rgb * diffuseColor.rgb;
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indirectDiffuse = textureCube(g_IrradianceMap, normal.xyz).rgb * diffuseColor.rgb;
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indirectSpecular = ApproximateSpecularIBLPolynomial(g_PrefEnvMap, specularColor.rgb, Roughness, ndotv, rv.xyz);
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indirectSpecular *= vec3(horiz);
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