vec4 RoughReflection(vec3 viewPos, vec3 normal, float dither, float smoothness) { vec4 color = vec4(0.0); vec4 pos = Raytrace(depthtex0, viewPos, normal, dither); float border = clamp(1.0 - pow(cdist(pos.st), 50.0), 0.0, 1.0); if (pos.z < 1.0 - 1e-5) { #ifdef REFLECTION_ROUGH float dist = 1.0 - exp(-0.125 * (1.0 - smoothness) * pos.a); float lod = log2(viewHeight / 8.0 * (1.0 - smoothness) * dist) * 0.35; #else float lod = 0.0; #endif float check = float(texture2DLod(depthtex0, pos.st, 0).r < 1.0 - 1e-5); if (lod < 1.0) { color.a = check; if (color.a > 0.1) color.rgb = texture2DLod(colortex0, pos.st, 0).rgb; } else { float alpha = check; if (alpha > 0.1) { color.rgb += texture2DLod(colortex0, pos.st, max(lod - 1.0, 0)).rgb; color.a += alpha; } } color *= color.a; color.a *= border; } color.rgb *= 1.8 * (1.0 - 0.065 * min(length(color.rgb), 10.0)); return color; }