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make indoor sky reflection work again
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@@ -200,10 +200,10 @@ vec4 screenSpaceReflections(
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vec3 raytracePos = rayTraceSpeculars(reflectedVector, viewPos, noise, quality, isHand, reflectionLength, roughness);
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if (raytracePos.z > 1.0
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#ifdef SSR_SELF_REFLECT_FIX
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|| distance(gl_FragCoord.xy*texelSize, raytracePos.xy) < 0.002
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#endif
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if ( (raytracePos.z > 1.0 && backgroundReflectMask > 0.999999)
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#ifdef SSR_SELF_REFLECT_FIX
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|| distance(gl_FragCoord.xy*texelSize, raytracePos.xy) < 0.002
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#endif
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) return reflection;
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// use higher LOD as the reflection goes on, to blur it. this helps denoise a little.
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