<!-- SOLID-PLAYTIME · part 104 -->
c3 rectCoords[ 4 ] ) {
	vec3 v1 = rectCoords[ 1 ] - rectCoords[ 0 ];
	vec3 v2 = rectCoords[ 3 ] - rectCoords[ 0 ];
	vec3 lightNormal = cross( v1, v2 );
	if( dot( lightNormal, P - rectCoords[ 0 ] ) < 0.0 ) return vec3( 0.0 );
	vec3 T1, T2;
	T1 = normalize( V - N * dot( V, N ) );
	T2 = - cross( N, T1 );
	mat3 mat = mInv * transposeMat3( mat3( T1, T2, N ) );
	vec3 coords[ 4 ];
	coords[ 0 ] = mat * ( rectCoords[ 0 ] - P );
	coords[ 1 ] = mat * ( rectCoords[ 1 ] - P );
	coords[ 2 ] = mat * ( rectCoords[ 2 ] - P );
	coords[ 3 ] = mat * ( rectCoords[ 3 ] - P );
	coords[ 0 ] = normalize( coords[ 0 ] );
	coords[ 1 ] = normalize( coords[ 1 ] );
	coords[ 2 ] = normalize( coords[ 2 ] );
	coords[ 3 ] = normalize( coords[ 3 ] );
	vec3 vectorFormFactor = vec3( 0.0 );
	vectorFormFactor += LTC_EdgeVectorFormFactor( coords[ 0 ], coords[ 1 ] );
	vectorFormFactor += LTC_EdgeVectorFormFactor( coords[ 1 ], coords[ 2 ] );
	vectorFormFactor += LTC_EdgeVectorFormFactor( coords[ 2 ], coords[ 3 ] );
	vectorFormFactor += LTC_EdgeVectorFormFactor( coords[ 3 ], coords[ 0 ] );
	float result = LTC_ClippedSphereFormFactor( vectorFormFactor );
	return vec3( result );
}
#if defined( USE_SHEEN )
float D_Charlie( float roughness, float dotNH ) {
	float alpha = pow2( roughness );
	float invAlpha = 1.0 / alpha;
	float cos2h = dotNH * dotNH;
	float sin2h = max( 1.0 - cos2h, 0.0078125 );
	return ( 2.0 + invAlpha ) * pow( sin2h, invAlpha * 0.5 ) / ( 2.0 * PI );
}
float V_Neubelt( float dotNV, float dotNL ) {
	return saturate( 1.0 / ( 4.0 * ( dotNL + dotNV - dotNL * dotNV ) ) );
}
vec3 BRDF_Sheen( const in vec3 lightDir, const in vec3 viewDir, const in vec3 normal, vec3 sheenColor, const in float sheenRoughness ) {
	vec3 halfDir = normalize( lightDir + viewDir );
	float dotNL = saturate( dot( normal, lightDir ) );
	float dotNV = saturate( dot( normal, viewDir ) );
	float dotNH = saturate( dot( normal, halfDir ) );
	float D = D_Charlie( sheenRoughness, dotNH );
	float V = V_Neubelt( dotNV, dotNL );
	return sheenColor * ( D * V );
}
#endif
float IBLSheenBRDF( const in vec3 normal, const in vec3 viewDir, const in float roughness ) {
	float dotNV = saturate( dot( normal, viewDir ) );
	float r2 = roughness * roughness;
	float a = roughness < 0.25 ? -339.2 * r2 + 161.4 * roughness - 25.9 : -8.48 * r2 + 14.3 * roughness - 9.95;
	float b = roughness < 0.25 ? 44.0 * r2 - 23.7 * roughness + 3.26 : 1.97 * r2 - 3.27 * roughness + 0.72;
	float DG = exp( a * dotNV + b ) + ( roughness < 0.25 ? 0.0 : 0.1 * ( roughness - 0.25 ) );
	return saturate( DG * RECIPROCAL_PI );
}
vec2 DFGApprox( const in vec3 normal, const in vec3 viewDir, const in float roughness ) {
	float dotNV = saturate( dot( normal, viewDir ) );
	const vec4 c0 = vec4( - 1, - 0.0275, - 0.572, 0.022 );
	const vec4 c1 = vec4( 1, 0.0425, 1.04, - 0.04 );
	vec4 r = roughness * c0 + c1;
	float a004 = min( r.x * r.x, exp2( - 9.28 * dotNV ) ) * r.x + r.y;
	vec2 fab = vec2( - 1.04, 1.04 ) * a004 + r.zw;
	return fab;
}
vec3 EnvironmentBRDF( const in vec3 normal, const in vec3 viewDir, const in vec3 specularColor, const in float specularF90, const in float roughness ) {
	vec2 fab = DFGApprox( normal, viewDir, roughness );
	return specularColor * fab.x + specularF90 * fab.y;
}
#ifdef USE_IRIDESCENCE
void computeMultiscatteringIridescence( const in vec3 normal, const in vec3 viewDir, const in vec3 specularColor, const in float specularF90, const in float iridescence, const in vec3 iridescenceF0, const in float roughness, inout vec3 singleScatter, inout vec3 multiScatter ) {
#else
void computeMultiscattering( const in vec3 normal, const in vec3 viewDir, const in vec3 specularColor, const in float specularF90, const in float roughness, inout vec3 singleScatter, inout vec3 multiScatter ) {
#endif
	vec2 fab = DFGApprox( normal, viewDir, roughness );
	#ifdef USE_IRIDESCENCE
		vec3 Fr = mix( specularColor, iridescenceF0, iridescence );
	#else
		vec3 Fr = specularColor;
	#endif
	vec3 FssEss = Fr * fab.x + specularF90 * fab.y;
	float Ess = fab.x + fab.y;
	float Ems = 1.0 - Ess;
	vec3 Favg = Fr + ( 1.0 - Fr ) * 0.047619;	vec3 Fms = FssEss * Favg / ( 1.0 - Ems * Favg );
	singleScatter += FssEss;
	multiScatter += Fms * Ems;
}
#if NUM_RECT_AREA_LIGHTS > 0
	void RE_Direct_RectArea_Physical( const in RectAreaLight rectAreaLight, const in vec3 geometryPosition, const in vec3 geometryNormal, const in vec3 geometryViewDir, const in vec3 geometryClearcoatNormal, const in PhysicalMaterial material, inout ReflectedLight reflectedLight ) {
		vec3 normal = geometryNormal;
		vec3 viewDir = geometryViewDir;
		vec3 position = geometryPosition;
		vec3 lightPos = rectAreaLight.position;
		vec3 halfWidth = rectAreaLight.halfWidth;
		vec3 halfHeight = rectAreaLight.halfHeight;
		vec3 lightColor = rectAreaLight.color;
		float roughness = material.roughness;
		vec3 rectCoords[ 4 ];
		rectCoords[ 0 ] = lightPos + halfWidth - halfHeight;		rectCoords[ 1 ] = lightPos - halfWidth - halfHeight;
		rectCoords[ 2 ] = 