Fix a typo which made pbr shader fail to compile
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@ -272,7 +272,7 @@ void main(){
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vec4 specularColor = vec4(1.0);
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#endif
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#ifdef GLOSSINESSMAP
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float glossiness = texture2D(m_GlossinesMap, newTexCoord).r * m_Glossiness;
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float glossiness = texture2D(m_GlossinessMap, newTexCoord).r * m_Glossiness;
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#else
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float glossiness = m_Glossiness;
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#endif
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