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small tweak
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@ -249,7 +249,7 @@ void DoSpecularReflections(
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float reflectLength = 0.0;
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vec3 RaytracePos = rayTraceSpeculars(mat3(gbufferModelView) * L, FragPos, Noise.z, SSR_Quality, Hand, reflectLength);
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float LOD = clamp(pow(reflectLength, pow(1.0-sqrt(Roughness),5.0) * 3.0) * 6.0, 0.0, 6.0); // use higher LOD as the reflection goes on, to blur it. this helps denoise a little.
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if (RaytracePos.z < 1.0){
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vec3 previousPosition = mat3(gbufferModelViewInverse) * toScreenSpace(RaytracePos) + gbufferModelViewInverse[3].xyz + cameraPosition-previousCameraPosition;
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previousPosition = mat3(gbufferPreviousModelView) * previousPosition + gbufferPreviousModelView[3].xyz;
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