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Update PBRLighting.frag
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jme3-core/src/main/resources/Common/MatDefs/Light/PBRLighting.frag

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@@ -217,7 +217,7 @@ void main(){
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Roughness = 1.0 - glossiness;
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vec3 fZero = specularColor.xyz;
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#else
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vec4 specularColor = (0.08 - 0.08 * Metallic) + albedo * Metallic; // 0.08 represents the base specular reflectance for non-metallic surfaces. This can be slightly adjusted to values like 0.04, however 0.08 is considered the standard for PBR.
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vec4 specularColor = (0.04 - 0.04 * Metallic) + albedo * Metallic; // 0.04 is the standard base specular reflectance for non-metallic surfaces in PBR. While values like 0.08 can be used for different implementations, 0.04 aligns with Khronos' PBR specification.
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vec4 diffuseColor = albedo - albedo * Metallic;
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vec3 fZero = mix(vec3(0.04), albedo.rgb, Metallic);
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#endif

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