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hand shaped hole in bloom when TAAU is on
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@ -209,6 +209,7 @@ void DoSpecularReflections(
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vec3 L = Basis * Ln;
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float Fresnel = pow(clamp(1.0 + dot(-Ln, SamplePoints),0.0,1.0), 5.0); // Schlick's approximation
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float RayContribution = lerp(F0, 1.0, Fresnel); // ensure that when the angle is 0 that the correct F0 is used.
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#ifdef Rough_reflections
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