Graphics/Shaders: Adjust PBR ambient
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@@ -234,7 +234,7 @@ fn main(input: VertToFrag) -> FragOut
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lightRadiance += shadowFactor * radiance;
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lightRadiance += shadowFactor * radiance;
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}
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}
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let ambient = (0.03).rrr * albedo;
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let ambient = (0.0001).rrr * albedo;
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let color = ambient + lightRadiance * color.rgb;
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let color = ambient + lightRadiance * color.rgb;
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color = color / (color + vec3[f32](1.0, 1.0, 1.0));
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color = color / (color + vec3[f32](1.0, 1.0, 1.0));
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