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smaller water fog tweaks. fix wrong normal usage in some parts of forward rendering
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@ -162,7 +162,7 @@ vec4 screenSpaceReflections(
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vec4 reflection = vec4(0.0);
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float reflectionLength = 0.0;
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float quality = mix(10.0f, 30.0f, fresnel);
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float quality = 30.0f;//mix(10.0f, 30.0f, fresnel);
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vec3 raytracePos = rayTraceSpeculars(reflectedVector, viewPos, noise, quality, isHand, reflectionLength, fresnel);
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