diff --git a/shaders/lib/specular.glsl b/shaders/lib/specular.glsl index 90d8427..423e61a 100644 --- a/shaders/lib/specular.glsl +++ b/shaders/lib/specular.glsl @@ -200,7 +200,7 @@ vec3 rayTraceSpeculars(vec3 dir, vec3 position, float dither, float quality, con #endif #if (defined VOXY && defined VOXY_REFLECTIONS) || (defined DISTANT_HORIZONS && defined DH_SCREENSPACE_REFLECTIONS) - if (sp >= 1.0){ + if (sp > 0.9999999){ #ifdef FULLRESDEPTH sp = texelFetch(dhVoxyDepthTex, ivec2(spos2.xy/texelSize),0).r; @@ -2405,7 +2405,7 @@ vec3 specularReflections( ,isWater #endif ); - #ifdef VOXEL_REFLECTIONS + #if defined VOXEL_REFLECTIONS && (defined DEFERRED_BACKGROUND_REFLECTION || defined FORWARD_BACKGROUND_REFLECTION) backgroundReflection *= backgroundTint; #endif // darkening for metals.