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dither cloud intersection threshold to avoid silhouettes. make snells window only apply to water.
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@ -284,9 +284,8 @@ vec3 specularReflections(
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in bool isHand // mask for the hand
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#ifdef FORWARD_SPECULAR
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, inout float reflectanceForAlpha
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#else
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, bool isWater
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, inout float reflectanceForAlpha
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#endif
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,in vec4 flashLight_stuff
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@ -327,7 +326,7 @@ vec3 specularReflections(
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float shlickFresnel = shlickFresnelRoughness(dot(-normalize(viewDir), vec3(0.0,0.0,1.0)), roughness);
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#if defined FORWARD_SPECULAR && defined SNELLS_WINDOW
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if(isEyeInWater == 1) shlickFresnel = mix(shlickFresnel, 1.0, min(max(0.98 - (1.0-shlickFresnel),0.0)/(1-0.98),1.0));
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if(isEyeInWater == 1 && isWater) shlickFresnel = mix(shlickFresnel, 1.0, min(max(0.98 - (1.0-shlickFresnel),0.0)/(1-0.98),1.0));
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#endif
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// F0 < 230 dialectrics
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