Full BSDF
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@ -66,9 +66,13 @@ void main() {
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n.xy = n.z >= 0.0 ? g0.xy : octahedronWrap(g0.xy);
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n = normalize(n);
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float roughness = g0.b;
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vec3 v = normalize(eye - P);
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vec2 velocity = -textureLod(sveloc, uv, 0.0).rg;
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vec3 color = traceSpecular(P, n, voxels, voxelsSDF, normalize(eye - P), g0.z * g0.z, clipmaps, pixel, velocity).rgb;
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vec3 color = traceSpecular(P, n, voxels, voxelsSDF, v, roughness * roughness, clipmaps, pixel, velocity).rgb;
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imageStore(voxels_specular, ivec2(pixel), vec4(color, 1.0));
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}
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