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  1. In the following post by josh, it is mentioned that light from ambient probes is blended using glBlendEquation(GL_MAX); http://www.leadwerks.com/werkspace/blog/1/entry-1681-ambient-lighting-research/ Is it possible to modify this functionality? I've been trying to port my PBR work over to the new environment probes system and have found them to be very useful, but this issue causes some quite noticeable artifacts. as shown below. The reflection should still be visible even underneath the suns light. There is commented out code within the probe shader labelled additive blending, but it doesn't produce correct results. Nor can I see how an in shader solution could work, given that the shader is clamped with glBlendEquation(GL_MAX); Any solutions? if this can be sorted without c++ it'll remove the "gotchas" from the PBR work.
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