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tweak border fog gradients. fog settings re-organized. tiny metals fresnel tweak (it now always stays tinted)
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@ -221,7 +221,7 @@ void DoSpecularReflections(
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bool hasReflections = Roughness_Threshold == 1.0 ? true : F0 * (1.0 - Roughness * Roughness_Threshold) > 0.01;
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// mulitply all reflections by the albedo if it is a metal.
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vec3 Metals = F0 > 229.5/255.0 ? lerp(Albedo, vec3(1.0), Fresnel) : vec3(1.0);
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vec3 Metals = F0 > 229.5/255.0 ? max(Albedo, Fresnel) : vec3(1.0);
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// --------------- BACKGROUND REFLECTIONS
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// apply background reflections to the final color. make sure it does not exist based on the lightmap
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