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tiny oopsie
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@@ -156,12 +156,7 @@ vec3 rayTraceSpeculars(vec3 dir, vec3 position, float dither, float quality, boo
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vec3 clipPosition2 = toClipSpace3_DH(position, true);
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float rayLength2 = ((position.z + dir.z * _far*sqrt(3.)) > -_near) ? (-_near -position.z) / dir.z : _far*sqrt(3.);
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vec3 direction2 = toClipSpace3_DH(position + dir*rayLength, true) - clipPosition2; //convert to clip space
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vec3 reflectedTC2 = vec3((direction2.xy + clipPosition2.xy) * RENDER_SCALE, 0.999999);
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#if FORWARD_SSR_QUALITY == 1
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return reflectedTC2;
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#endif
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vec3 direction2 = toClipSpace3_DH(position + dir*rayLength2, true) - clipPosition2; //convert to clip space
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//get at which length the ray intersects with the edge of the screen
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vec3 maxLengths2 = (step(0.0, direction2) - clipPosition2) / direction2;
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