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* global fresnel no longer affects reflections + f0 directly used by reflections
* call envBrdf for all reflection types
* spacing
* all reflection types, when using metalness and f0, use envBrdf
* Update examples/graphics/material-anisotropic.html
Co-authored-by: Will Eastcott <will@playcanvas.com>
* switch to GGX cubemap filtering
* switch punctual lights to half angle fresnel
* remove debug tmp code
* lint
Co-authored-by: Will Eastcott <will@playcanvas.com>
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