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eye dir #2

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@mattdesl

There is a mistake somewhere with how I'm using the eye dir.

Perturb needs it negative:

vec3 N = perturb(normalMap, normal, -V, vUv);

And the others need it positive:

//diffuse term
vec3 diffuse = light.color * computeDiffuse(L, V, N, roughness, albedo) * falloff;

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