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How to properly combine the diffuse and specular terms?
As a first approximation you can assume that the glossy lobe is a perfectly specular reflector. … So, roughly:
// Assuming for example:
// diffuse = albedo / PI;
// specular = my_favorite_glossy_brdf(in_dir, out_dir, roughness);
// fresnel = f0 + (1.0 - f0) * pow(1.0 - dot(E, H), 5.0);
// …