// factor of 1/PI in BRDF omitted (normally it is in D_GGX) as incoming light intensity is scaled up by PI because it is considered a punctual light source
floatalpha=roughness*roughness;// UE4's roughness
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@@ -121,16 +115,12 @@ float G_BlinnPhong_Implicit( /* const in float dotNL, const in float dotNV */ )
// factor of 1/PI in BRDF omitted (normally it is in D_BlinnPhong) as incoming light intensity is scaled up by PI because it is considered a punctual light source
vec3getSpecularLightProbeIndirectLightColor(/*const in SpecularLightProbe specularLightProbe,*/constinGeometricContextgeometry,constinfloatblinnShininessExponent,constinintmaxMIPLevel){
vec3getLightProbeIndirectRadiance(/*const in SpecularLightProbe specularLightProbe,*/constinGeometricContextgeometry,constinfloatblinnShininessExponent,constinintmaxMIPLevel){