Add missing N.L factor to Burley's contribution to radiance.
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@ -952,7 +952,7 @@ LIGHT_SHADER_CODE
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float FD90 = 0.5 + 2.0 * LoH * LoH * roughness;
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float FdV = 1.0 + (FD90 - 1.0) * SchlickFresnel(NoV);
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float FdL = 1.0 + (FD90 - 1.0) * SchlickFresnel(NoL);
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light_amount = ( (1.0 / M_PI) * FdV * FdL );
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light_amount = ( (1.0 / M_PI) * FdV * FdL ) * NoL;
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/*
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float energyBias = mix(roughness, 0.0, 0.5);
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float energyFactor = mix(roughness, 1.0, 1.0 / 1.51);
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