Trivial typo fix.
Thanks to @ale64bit for pointing this out.
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@ -195,7 +195,7 @@ There are three future enhancements we hope to see for animations:
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### Materials
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### Materials
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With glTF 2.0, we leaped headlong into physically-based rendering (BPR), where
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With glTF 2.0, we leaped headlong into physically-based rendering (PBR), where
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the canonical way of expressing what a mesh looks like is by describing its
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the canonical way of expressing what a mesh looks like is by describing its
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visible material in fundamental attributes like "how rough is this surface".
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visible material in fundamental attributes like "how rough is this surface".
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