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Geometric Shadowing term G (Schilik using UE4 roughness)
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// Geometric Shadowing term G (Schilik using UE4 roughness) | |
float k = alpha / 2.0; | |
float GL = dotNL / (dotNL * (1.0 - k) + k); | |
float GV = dotNV / (dotNV * (1.0 - k) + k); | |
float G = GV * GL; |
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