Eevee: Fix luma calculation for lamp fresnel.
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@@ -257,7 +257,7 @@ vec3 F_schlick(vec3 f0, float cos_theta)
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/* Unreal specular matching : if specular color is below 2% intensity,
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* (using green channel for intensity) treat as shadowning */
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return saturate(50.0 * f0.g) * fac + (1.0 - fac) * f0;
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return saturate(50.0 * dot(f0, vec3(0.3, 0.6, 0.1))) * fac + (1.0 - fac) * f0;
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}
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/* Fresnel approximation for LTC area lights (not MRP) */
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