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Use non-linear mapping for ReflectionProbe mip levels to match sky
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@@ -933,7 +933,7 @@ void reflection_process(uint ref_index, vec3 vertex, vec3 ref_vec, vec3 normal,
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vec4 reflection;
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vec4 reflection;
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reflection.rgb = textureLod(samplerCubeArray(reflection_atlas, DEFAULT_SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP), vec4(local_ref_vec, reflections.data[ref_index].index), roughness * MAX_ROUGHNESS_LOD).rgb * sc_luminance_multiplier;
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reflection.rgb = textureLod(samplerCubeArray(reflection_atlas, DEFAULT_SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP), vec4(local_ref_vec, reflections.data[ref_index].index), sqrt(roughness) * MAX_ROUGHNESS_LOD).rgb * sc_luminance_multiplier;
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reflection.rgb *= reflections.data[ref_index].exposure_normalization;
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reflection.rgb *= reflections.data[ref_index].exposure_normalization;
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if (reflections.data[ref_index].exterior) {
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if (reflections.data[ref_index].exterior) {
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reflection.rgb = mix(specular_light, reflection.rgb, blend);
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reflection.rgb = mix(specular_light, reflection.rgb, blend);
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