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HLSL cubemaps
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@@ -309,8 +309,7 @@ vec4 PostFunc(vec4 colorIn) {
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#endif
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#if defined(URDE_LIGHTING_CUBE_REFLECTION) || defined(URDE_LIGHTING_CUBE_REFLECTION_SHADOW)
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vec3 ReflectionFunc(float roughness) { return texture(reflectionTex, reflect(vtf.mvPos.xyz, vtf.mvNorm.xyz),
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roughness * 5.0).rgb; }
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vec3 ReflectionFunc(float roughness) { return texture(reflectionTex, reflect(vtf.mvPos.xyz, vtf.mvNorm.xyz), roughness).rgb; }
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#elif defined(URDE_REFLECTION_SIMPLE)
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vec3 ReflectionFunc() { return texture(reflectionTex, vtf.dynReflectionUvs[1]).rgb * vtf.dynReflectionAlpha; }
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#elif defined(URDE_REFLECTION_INDIRECT)
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