message: Rename specularIrradiance function in shaders
diff: @@ -160,7 +160,7 @@ vec3 diffuseIrradiance(const vec3 n) {
  // IBL specular
  //------------------------------------------------------------------------------
  -vec3 specularIrradiance(const vec3 r, float roughness) {
  +vec3 prefilteredRadiance(const vec3 r, float roughness) {
  // lod = lod_count * sqrt(linear_roughness), which is the mapping used by cmgen
  // where linear_roughness = roughness^2
  // using all the mip levels requires seamless cubemap sampling
  @@ -168,7 +168,7 @@ vec3 specularIrradiance(const vec3 r, float roughness) {
  return decodeDataForIBL(textureLod(light_iblSpecular, r, lod));
  }
  -vec3 specularIrradiance(const vec3 r, float roughness, float offset) {
  +vec3 prefilteredRadiance(const vec3 r, float roughness, float offset) {
  float lod = IBL_MAX_MIP_LEVEL * roughness * roughness;
  return decodeDataForIBL(textureLod(light_iblSpecular, r, lod + offset));
  }
  @@ -413,7 +413,7 @@ void evaluateClearCoatIBL(const PixelParams pixel, float specularAO, inout vec3
  float Fc = F_Schlick(0.04, 1.0, clearCoatNoV) * pixel.clearCoat;
  float attenuation = 1.0 - Fc;
  Fr *= sq(attenuation);
  - Fr += specularIrradiance(clearCoatR, pixel.clearCoatRoughness) * (specularAO * Fc);
  + Fr += prefilteredRadiance(clearCoatR, pixel.clearCoatRoughness) * (specularAO * Fc);
  Fd *= attenuation;
  #endif
  }
  @@ -422,7 +422,7 @@ void evaluateSubsurfaceIBL(const PixelParams pixel, const vec3 diffuseIrradiance
  inout vec3 Fd, inout vec3 Fr) {
  #if defined(SHADING_MODEL_SUBSURFACE)
  vec3 viewIndependent = diffuseIrradiance;
  - vec3 viewDependent = specularIrradiance(-shading_view, pixel.roughness, 1.0 + pixel.thickness);
  + vec3 viewDependent = prefilteredRadiance(-shading_view, pixel.roughness, 1.0 + pixel.thickness);
  float attenuation = (1.0 - pixel.thickness) / (2.0 * PI);
  Fd += pixel.subsurfaceColor * (viewIndependent + viewDependent) * attenuation;
  #elif defined(SHADING_MODEL_CLOTH) && defined(MATERIAL_HAS_SUBSURFACE_COLOR)
  @@ -448,7 +448,7 @@ void evaluateIBL(const MaterialInputs material, const PixelParams pixel, inout v
  // specular indirect
  vec3 Fr;
  #if IBL_INTEGRATION == IBL_INTEGRATION_PREFILTERED_CUBEMAP
  - Fr = specularDFG(pixel) * specularIrradiance(r, pixel.roughness);
  + Fr = specularDFG(pixel) * prefilteredRadiance(r, pixel.roughness);
  Fr *= specularAO * pixel.energyCompensation;
  evaluateClearCoatIBL(pixel, specularAO, Fd, Fr);
  #elif IBL_INTEGRATION == IBL_INTEGRATION_IMPORTANCE_SAMPLING
  