 LayaGI layaGlobalIllumination(LayaGIInput giInput,mediump float occlusion, mediump vec3 normalWorld,mediump vec4 uvwRoughness)
 {
 	LayaGI gi;
-	gi.diffuse= layaGIBase(giInput,occlusion, normalWorld);
+	gi.diffuse = layaGIBase(giInput,occlusion, normalWorld);
 	gi.specular = layaGIIndirectSpecular(giInput,occlusion, uvwRoughness);
 	return gi;
 }

 
	mediump float mip = perceptualRoughness * LAYA_SPECCUBE_LOD_STEPS;
	mediump vec3 uvw = glossIn.rgb;
	mediump vec4 rgbm=textureCubeLodEXT(u_ReflectTexture,uvw,mip);
	return decodeHDR(rgbm,u_ReflectCubeHDRParams.x);
}

	
	mediump vec3 shadeSHPerPixel(mediump vec3 normal,mediump vec3 ambient)
	{
		mediump vec3 ambientContrib;
		mediump vec4 normalV4=vec4(-normal.x,normal.yz, 1.0);//Note:SH Data is left-hand,so x need inverse
		ambientContrib = shEvalLinearL0L1(normalV4);
		ambientContrib += shEvalLinearL2(normalV4);
		ambient += max(vec3(0.0), ambientContrib);
