small tweak

This commit is contained in:
Xonk
2023-07-26 22:16:49 -04:00
parent 2ea9736c01
commit dab6ca1dd0
3 changed files with 2 additions and 5 deletions

View File

@ -249,7 +249,7 @@ void DoSpecularReflections(
float reflectLength = 0.0;
vec3 RaytracePos = rayTraceSpeculars(mat3(gbufferModelView) * L, FragPos, Noise.z, SSR_Quality, Hand, reflectLength);
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.
if (RaytracePos.z < 1.0){
vec3 previousPosition = mat3(gbufferModelViewInverse) * toScreenSpace(RaytracePos) + gbufferModelViewInverse[3].xyz + cameraPosition-previousCameraPosition;
previousPosition = mat3(gbufferPreviousModelView) * previousPosition + gbufferPreviousModelView[3].xyz;