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This term appears in the code sample for the BRDF implementation but not in
any of the equations. I believe this term shouldn't be there unless I
missed something, in which case it should be explained because as it stands
it appears out of nowhere.
The same term also shows up in the KHR_material_specular extension.
This most certainly came from me. I've been looking all over my notes and I can't explain why this term is here. My notes (lack of notes)/email suggests that this terms comes from my investigations into Unity, but I can't find this term in the Unity shader sources. I think this term is likely a mistake.
From this section of the spec: https://github.com/KhronosGroup/glTF/blob/master/specification/2.0/README.md#metal-brdf-and-dielectric-brdf
It looks like we are applying an energy conservation factor to compute the diffuse color whereas it is already embedded into the fresnel term.
Looking into other implementation, I do not seem to be able to find this term anywhere.
cc: @bghgary , @romainguy
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