depth, normals i guess
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@@ -3,7 +3,7 @@ float GetSpecularThreshold( float m_fMetalness )
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return 0;
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}
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struct BRDF_Data
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struct BRDF_t
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{
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float3 m_vRayIn;
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float3 m_vRayOut;
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@@ -23,7 +23,7 @@ struct BRDF_Data
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float fSineNormalView = saturate(dot(m_vNormal, m_vRayIn));
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float fFresnelLight = FresnelDiffuseTerm(fSineNormalLight);
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float fFresnelView = FresnelDiffuseTerm(fSineNormalView);
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return fFresnelView * fFresnelLight;
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return saturate(dot(m_vNormal,m_vRayOut));
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}
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float3 GetOutGoingDirection()
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