Fixed cdf and added Standard Lit
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@@ -15,10 +15,11 @@ path_output evaluate_bsdf_directional(directional_light_t light, const light_sha
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float angular_radius = glm_rad(light.angular_diameter * 0.5f);
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uint32_t scramble = hash_position(context->position);
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uint16_t d1 = sobol_get_dimension(context->bounce_depth, PRNG_LIGHT_U);
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uint16_t d2 = sobol_get_dimension(context->bounce_depth, PRNG_LIGHT_V);
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vec3s wi = random_uniform_cdf_direction_angular(light.direction, sample_index, angular_radius, d1, d2);
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vec3s wi = random_uniform_cdf_direction_angular(light.direction, sample_index, angular_radius, d1, d2, scramble);
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float n_dot_l = glms_vec3_dot(context->normal, wi);
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if (n_dot_l <= 0.0f)
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@@ -41,6 +42,6 @@ path_output evaluate_bsdf_directional(directional_light_t light, const light_sha
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output.direct_lighting = glms_vec3_mul(light_radiance, light_contribute);
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output.wi = wi;
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output.state = PS_NORMAL;
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output.state = PS_SUCCESS;
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return output;
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}
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