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@@ -200,7 +200,7 @@ vec3 rayTraceSpeculars(vec3 dir, vec3 position, float dither, float quality, con
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#endif
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#if (defined VOXY && defined VOXY_REFLECTIONS) || (defined DISTANT_HORIZONS && defined DH_SCREENSPACE_REFLECTIONS)
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if (sp >= 1.0){
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if (sp > 0.9999999){
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#ifdef FULLRESDEPTH
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sp = texelFetch(dhVoxyDepthTex, ivec2(spos2.xy/texelSize),0).r;
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@@ -2405,7 +2405,7 @@ vec3 specularReflections(
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,isWater
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#endif
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);
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#ifdef VOXEL_REFLECTIONS
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#if defined VOXEL_REFLECTIONS && (defined DEFERRED_BACKGROUND_REFLECTION || defined FORWARD_BACKGROUND_REFLECTION)
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backgroundReflection *= backgroundTint;
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#endif
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// darkening for metals.
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