diff --git a/shaders/lib/indirect_lighting_effects.glsl b/shaders/lib/indirect_lighting_effects.glsl index 23a7644..c364794 100644 --- a/shaders/lib/indirect_lighting_effects.glsl +++ b/shaders/lib/indirect_lighting_effects.glsl @@ -160,7 +160,7 @@ vec3 RT_alternate(vec3 dir, vec3 position, float noise, float stepsizes, bool ha float dist = 1.0 + length(worldpos)/far; // step length as distance increases float stepSize = stepsizes / dist; - int maxSteps = 10; + int maxSteps = RAY_STEPS; vec3 clipPosition = toClipSpace3(position); float rayLength = ((position.z + dir.z * sqrt(3.0)*far) > -sqrt(3.0)*near) ? (-sqrt(3.0)*near -position.z) / dir.z : sqrt(3.0)*far;