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do not need to account for blenFacSum for output. it's a straight overwrite of results.
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@ -309,7 +309,7 @@ float4 main( PFXVertToPix IN ) : SV_TARGET
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//final diffuse color
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//final diffuse color
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float3 diffuse = kD * irradiance * surface.baseColor.rgb;
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float3 diffuse = kD * irradiance * surface.baseColor.rgb;
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float4 finalColor = float4(diffuse + specular * surface.ao, blendFacSum);
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float4 finalColor = float4(diffuse + specular * surface.ao, 1.0);
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return finalColor;
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return finalColor;
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