Some clean up in PBR j3MD
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@ -28,6 +28,9 @@ MaterialDef PBR Lighting {
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Texture2D RoughnessMap -LINEAR
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//Metallic and Roughness are packed respectively in the b and g channel of a single map
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// r: unspecified
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// g: Roughness
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// b: Metallic
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Texture2D MetallicRoughnessMap -LINEAR
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// Texture of the emissive parts of the material
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@ -47,17 +50,6 @@ MaterialDef PBR Lighting {
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Color Specular : 1.0 1.0 1.0 1.0
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Float Glossiness : 1.0
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Vector4 ProbeData
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// Prefiltered Env Map for indirect specular lighting
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TextureCubeMap PrefEnvMap -LINEAR
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// Irradiance map for indirect diffuse lighting
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TextureCubeMap IrradianceMap -LINEAR
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//integrate BRDF map for indirect Lighting
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Texture2D IntegrateBRDF -LINEAR
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// Parallax/height map
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Texture2D ParallaxMap -LINEAR
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