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@@ -1882,6 +1882,8 @@ FRAGMENT_SHADER_CODE
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ref_vec = normalize((radiance_inverse_xform * vec4(ref_vec, 0.0)).xyz);
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ref_vec = normalize((radiance_inverse_xform * vec4(ref_vec, 0.0)).xyz);
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vec3 radiance = textureDualParaboloid(radiance_map, ref_vec, roughness) * bg_energy;
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vec3 radiance = textureDualParaboloid(radiance_map, ref_vec, roughness) * bg_energy;
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env_reflection_light = radiance;
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env_reflection_light = radiance;
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+ float horizon = min(1.0 + dot(ref_vec, normal), 1.0);
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+ env_reflection_light *= horizon * horizon;
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}
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}
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}
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}
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#ifndef USE_LIGHTMAP
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#ifndef USE_LIGHTMAP
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