Fix: EEVEE-Next: Principled BSDF transmission color applied twice
This was caused by the 2 transmission event approximation we do for object with non-null thickness. This follows cycles by using the square root of the color.
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@@ -167,7 +167,11 @@ void node_bsdf_principled(vec4 base_color,
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vec3 reflectance, transmittance;
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bsdf_lut(F0,
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F90,
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#ifdef GPU_SHADER_EEVEE_LEGACY_DEFINES
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clamped_base_color.rgb,
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#else
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sqrt(clamped_base_color.rgb),
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#endif
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NV,
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roughness,
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ior,
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