From 396422fdc9e9f7b91aed88292ef384cc773addf4 Mon Sep 17 00:00:00 2001 From: Xonk Date: Thu, 16 Jul 2026 00:02:43 -0400 Subject: [PATCH] make indoor sky reflection work again --- shaders/lib/specular.glsl | 10 +++++----- 1 file changed, 5 insertions(+), 5 deletions(-) diff --git a/shaders/lib/specular.glsl b/shaders/lib/specular.glsl index c336c70..30d121d 100644 --- a/shaders/lib/specular.glsl +++ b/shaders/lib/specular.glsl @@ -199,11 +199,11 @@ vec4 screenSpaceReflections( #endif vec3 raytracePos = rayTraceSpeculars(reflectedVector, viewPos, noise, quality, isHand, reflectionLength, roughness); - - if (raytracePos.z > 1.0 - #ifdef SSR_SELF_REFLECT_FIX - || distance(gl_FragCoord.xy*texelSize, raytracePos.xy) < 0.002 - #endif + + if ( (raytracePos.z > 1.0 && backgroundReflectMask > 0.999999) + #ifdef SSR_SELF_REFLECT_FIX + || distance(gl_FragCoord.xy*texelSize, raytracePos.xy) < 0.002 + #endif ) return reflection; // use higher LOD as the reflection goes on, to blur it. this helps denoise a little.