FIX: AO/Emissive loading fix
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@@ -70,9 +70,15 @@ void main()
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vec3 diffIBL = (1.0 - metallic) * albedo * sh_eval_irradiance(N);
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// Ambient occlusion from texture + strength (indirect only)
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// extra[0].y = AO strength, extra[0].z = hasAO flag (1 = use AO texture)
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float hasAO = materialData.extra[0].z;
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float aoStrength = clamp(materialData.extra[0].y, 0.0, 1.0);
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float aoTex = texture(occlusionTex, inUV).r;
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float ao = 1.0 - aoStrength + aoStrength * aoTex;
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float ao = 1.0;
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if (hasAO > 0.5)
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{
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ao = 1.0 - aoStrength + aoStrength * aoTex;
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}
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// Emissive from texture and factor
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vec3 emissiveFactor = materialData.extra[1].rgb;
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