forked from LeenkxTeam/LNXSDK
		
	Update leenkx/Shaders/ssrefr_pass/ssrefr_pass.frag.glsl
This commit is contained in:
		| @ -62,9 +62,12 @@ vec4 rayCast(vec3 dir) { | ||||
|     for (int i = 0; i < maxSteps; i++) { | ||||
|         hitCoord += dir; | ||||
|         ddepth = getDeltaDepth(hitCoord); | ||||
| 		if (ddepth > 0.0) return binarySearch(dir); | ||||
|         if (ddepth > 0.0) | ||||
|             return binarySearch(dir); | ||||
|     } | ||||
| 	return vec4(texCoord, 0.0, 1.0); | ||||
|     // No hit — fallback to projecting the ray to UV space | ||||
|     vec2 fallbackUV = getProjectedCoord(hitCoord); | ||||
|     return vec4(fallbackUV, 0.0, 0.5); // We set .w lower to indicate fallback | ||||
| } | ||||
|  | ||||
| void main() { | ||||
| @ -74,7 +77,7 @@ void main() { | ||||
|     float ior = gr.x; | ||||
|     float opac = gr.y; | ||||
|     float d = textureLod(gbufferD, texCoord, 0.0).r * 2.0 - 1.0; | ||||
|     if (d == 0.0 || d == 1.0 || opac == 1.0 || ior == 1.0) { | ||||
|     if (d == 0.0 || opac == 1.0 || ior == 1.0) { | ||||
|         fragColor.rgb = textureLod(tex1, texCoord, 0.0).rgb; | ||||
|         return; | ||||
|     } | ||||
|  | ||||
		Reference in New Issue
	
	Block a user