Fix for Windows. (And generally a good idea.)
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21305baa93
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@ -735,8 +735,8 @@ ModelData *Raw2Gltf(
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getPerceivedBrightness(specular),
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getPerceivedBrightness(specular),
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oneMinus);
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oneMinus);
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Vec3f fromDiffuse = diffuse.xyz() * (oneMinus / (1.0 - dielectric.x) / fmax(1.0 - pixelMet, epsilon));
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Vec3f fromDiffuse = diffuse.xyz() * (oneMinus / (1.0f - dielectric.x) / fmax(1.0f - pixelMet, epsilon));
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Vec3f fromSpecular = specular - dielectric * (1.0 - pixelMet) * (1.0 / fmax(pixelMet, epsilon));
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Vec3f fromSpecular = specular - dielectric * (1.0f - pixelMet) * (1.0f / fmax(pixelMet, epsilon));
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Vec3f baseColor = Vec3f::Lerp(fromDiffuse, fromSpecular, pixelMet * pixelMet);
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Vec3f baseColor = Vec3f::Lerp(fromDiffuse, fromSpecular, pixelMet * pixelMet);
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return { baseColor[0], baseColor[1], baseColor[2], diffuse[3] };
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return { baseColor[0], baseColor[1], baseColor[2], diffuse[3] };
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