make indoor sky reflection work again

This commit is contained in:
Xonk
2026-07-16 00:02:43 -04:00
parent 561cc995f9
commit 396422fdc9
+4 -4
View File
@@ -200,10 +200,10 @@ vec4 screenSpaceReflections(
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.