Fix incorrect metallic calculations in PBRLighting.frag #2334
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addresses this issue: #2330
There were 2 apparent issues with our metallic calculation that were causing our PBR implementation to render different visual results compared to the khronos PBR standards:
I also checked tested changes in my own app and it appears the rendering difference is more accurate now. But I'm not an expert in lighting math like this, so let me know if anyone sees anything else that looks incorrect with the PBR shader's code.