Creating texture views with the correct view type
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@@ -343,7 +343,7 @@ struct CookTorrance : IBRDF
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float3 k_s = FresnelSchlickRoughness(max(dot(normal, viewDir_WS), 0.0), F0, roughness);
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float3 k_d = 1 - k_s;
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k_d *= 1 - metallic;
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float3 irradiance = pLightEnv.irradianceMap.Sample(pLightEnv.irradianceSampler, normal).rgb;
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float3 irradiance = pLightEnv.irradianceMap.SampleLevel(pLightEnv.irradianceSampler, normal, 4).rgb;
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float3 diffuse = irradiance * baseColor;
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return (k_d * diffuse) * ambientOcclusion;
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}
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