Add epsilon to avoid division by zero in CalcSpecular().
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@@ -201,7 +201,7 @@ vec3 CalcSpecular(vec3 specular, float NH, float EH, float roughness)
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float rr = roughness*roughness;
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float rrrr = rr*rr;
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float d = (NH * NH) * (rrrr - 1.0) + 1.0;
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float v = (EH * EH) * (roughness + 0.5);
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float v = (EH * EH) * (roughness + 0.5) + EPSILON;
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return specular * (rrrr / (4.0 * d * d * v));
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}
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