 	brdf.w = 1.0;
 	
 	
-	brdf.xyz = brdf.xyz * gainF(_k1, _k2) * shadowF * (1.0/(cos(thetaR)*dimN*dimN*2000));	
+	brdf.xyz = brdf.xyz * gainF(_k1, _k2) * shadowF;	
 	brdf.xyz = getBRDF_RGB_T_D65(M_Adobe_XRNew, brdf.xyz);
 	
 	


	f1 = min(f1, f2);
	return min(1.0f, f1);

}


float getFresnelFactorAbsolute(vec3 K1, vec3 K2){
	float nSkin = 1.5;
	// float nSkin = 1.0015;
	float nK = 0.0;
	
	vec3 hVec = -K1 + K2;


float getShadowMaskFactor(vec3 K1, vec3 K2){
	vec3 N = normalize(o_normal);
	vec3 hVec = -K1 + K2;
	hVec = normalize(hVec);
	
	float eDotH =  dot(hVec,K2);
