vec4 SimpleReflection(vec3 viewPos, vec3 normal, float dither, out float reflectionMask) { vec4 color = vec4(0.0); float border = 0.0; reflectionMask = 0.0; vec4 pos = Raytrace(depthtex1, viewPos, normal, dither, border, 4, 1.0, 0.1, 2.0); border = clamp(13.333 * (1.0 - border), 0.0, 1.0); #ifdef REFLECTION_SKYBOX float zThreshold = 1.0 + 1e-5; #else float zThreshold = 1.0; #endif if (pos.z < zThreshold) { #if MC_VERSION > 10800 color = texture2D(gaux2, pos.st); #else color = texture2DLod(gaux2, pos.st, 0); #endif reflectionMask = color.a; #ifdef REFLECTION_SKYBOX color.a = 1.0; #endif color.a *= border; reflectionMask *= border; } return color; } vec4 DHReflection(vec3 viewPos, vec3 normal, float dither, out float reflectionMask) { vec4 color = vec4(0.0); float border = 0.0; reflectionMask = 0.0; vec4 pos = BasicReflect(viewPos, normal, border); border = clamp(13.333 * (1.0 - border), 0.0, 1.0); #ifdef REFLECTION_SKYBOX float zThreshold = 1.0 + 1e-5; #else float zThreshold = 1.0; #endif if (pos.z < zThreshold) { #if MC_VERSION > 10800 color = texture2D(gaux2, pos.st); #else color = texture2DLod(gaux2, pos.st, 0); #endif reflectionMask = color.a; #ifdef REFLECTION_SKYBOX color.a = 1.0; #endif color.a *= border; reflectionMask *= border; } return color; }