Remove outdated TODO comment
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@ -311,7 +311,6 @@ fn specular_transmissive_light(world_position: vec4<f32>, frag_coord: vec3<f32>,
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let background_color = fetch_transmissive_background(offset_position, frag_coord, view_z, perceptual_roughness);
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// Calculate final color by applying specular transmissive color to a mix of background color and transmitted specular environment light
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// TODO: Add support for attenuationColor and attenuationDistance
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return specular_transmissive_color * mix(transmitted_environment_light_specular, background_color.rgb, background_color.a);
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}
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