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Check if screen space reflection has passed far clip
Before "accepting" the reflection, check if it's within our view (prevent tracing environment and creating artifacts).
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@@ -159,8 +159,8 @@ void main() {
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if (depth > z_to) {
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// if depth was surpassed
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if (depth <= max(z_to, z_from) + depth_tolerance) {
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// check the depth tolerance
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if ((depth <= max(z_to, z_from) + depth_tolerance) && (-depth < camera_z_far)) {
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// check the depth tolerance and far clip
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found = true;
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}
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break;
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