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roughness was ramping up mip levels too slowly
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2 changed files with 2 additions and 2 deletions
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@ -281,7 +281,7 @@ float computeSpecOcclusion( float NdotV , float AO , float roughness )
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float roughnessToMipLevel(float roughness, float numMips)
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float roughnessToMipLevel(float roughness, float numMips)
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{
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{
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return roughness * numMips;
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return pow(abs(roughness),0.25) * numMips;
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}
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}
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vec4 compute4Lights( Surface surface,
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vec4 compute4Lights( Surface surface,
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@ -282,7 +282,7 @@ float computeSpecOcclusion( float NdotV , float AO , float roughness )
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float roughnessToMipLevel(float roughness, float numMips)
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float roughnessToMipLevel(float roughness, float numMips)
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{
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{
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return roughness * numMips;
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return pow(abs(roughness),0.25) * numMips;
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}
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}
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float4 compute4Lights( Surface surface,
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float4 compute4Lights( Surface surface,
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