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sample surface roughness for diffuse return. 0 means sharpest possible result
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@ -56,7 +56,7 @@ float3 boxProject(float3 wsPosition, float3 wsEyeRay, float3 reflectDir, float3
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float3 iblBoxDiffuse( Surface surface, int id)
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float3 iblBoxDiffuse( Surface surface, int id)
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{
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{
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float3 cubeN = boxProject(surface.P, surface.V, surface.R, inRefPosArray[id].xyz, bbMinArray[id].xyz, bbMaxArray[id].xyz);
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float3 cubeN = boxProject(surface.P, surface.V, surface.R, inRefPosArray[id].xyz, bbMinArray[id].xyz, bbMaxArray[id].xyz);
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return TORQUE_TEXCUBEARRAYLOD(irradianceCubemapAR,cubeN,id,0).xyz;
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return TORQUE_TEXCUBEARRAYLOD(irradianceCubemapAR,cubeN,id,surface.roughness*cubeMips).xyz;
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}
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}
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float3 iblBoxSpecular(Surface surface, TORQUE_SAMPLER2D(brdfTexture), int id)
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float3 iblBoxSpecular(Surface surface, TORQUE_SAMPLER2D(brdfTexture), int id)
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