@@ -208,7 +208,9 @@ BsdfEval bxdf_ggx_eval(vec3 N, vec3 L, vec3 V, float alpha, float eta, const boo
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float k = (1.0 - a2) * s2 / (s2 + a2 * square(Vt.z));
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eval.pdf = D / (2.0 * (k * Vt.z + t));
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}
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eval.pdf = D * (t - Vt.z) / (2.0 * len_ai_sqr);
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else {
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eval.pdf = D * (t - Vt.z) / (2.0 * len_ai_sqr);
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}
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#if 0 /* Should work without going into tangent space. But is currently wrong. */
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float sin_theta = sqrt(1.0 - square(NV));
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