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https://github.com/Merlin1809/Eclipse-Shader.git
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another small SSR tweak
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@@ -70,7 +70,7 @@ void main() {
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// sky
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if (newTex == 1.0 && QuarterResDepth == 1.0) {
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gl_FragData[0] = vec4(oldTex, 65000.0);
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gl_FragData[0] = vec4(oldTex, 66000.0);
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gl_FragData[1].a = 650000.0;
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}
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#else
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@@ -204,7 +204,7 @@ vec3 rayTraceSpeculars(vec3 dir, vec3 position, float dither, float quality, boo
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float sp = invLinZ_DH(sqrt(sampleDepth));
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if(sp < max(minZ, maxZ) && sp > min(minZ, maxZ) && sampleDepth <= 1.0) {
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if(sp < max(minZ, maxZ) && sp > min(minZ, maxZ)) {
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hitPos = vec3(spos.xy/RENDER_SCALE, sp);
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break;
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}
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