- float shadow = get_shadow_factor(0);
- vec3 color = cooktorrance_one_light_direct(normal, look, light, light_sources[0].color, base_color, metalness, roughness)*shadow;
-
- color += cooktorrance_environment(normal, look, base_color, metalness, roughness);
-
- color *= get_occlusion_value();
-
- if(use_emission)
- color += get_emission_color();
+ color += cooktorrance_environment(normal, look, base_color, metalness, roughness)*occlusion;