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RE_IndirectSpecular_Physical(radiance, iblIrradiance, clearcoatRadiance, geometry, physicalMaterial, reflectedLight);
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RE_IndirectSpecular_Physical(radiance, iblIrradiance, clearcoatRadiance, geometry, physicalMaterial, reflectedLight);
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vec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + reflectedLight.directSpecular + reflectedLight.indirectSpecular;
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vec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + reflectedLight.directSpecular + reflectedLight.indirectSpecular;
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- outgoingLight = clamp(outgoingLight, 0.0, 1.0);
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+ outgoingLight = clamp(outgoingLight, 0.01, 0.99);
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gl_FragColor = vec4(outgoingLight, color.a);
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gl_FragColor = vec4(outgoingLight, color.a);
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