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Make the material shaders physically based
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@@ -20,7 +20,7 @@ layout(location = 1) out vec4 out_motion;
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void main()
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{
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vec3 fragnormal = normalize(f_normal);
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glossiness = 6.0;
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glossiness = phong_glossiness(6.0);
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metalic = 0.0;
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vec3 fragcolor = apply_lights(ambient, fragnormal, f_albedo, 0.0, 0.2, shadow_tone);
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