Disable completly space screen reflexion for opengl-es (probably too slow for android
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		@@ -88,6 +88,7 @@ vec3 RayCast(vec3 dir, inout vec3 hitCoord, out float dDepth, in sampler2D Depth
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            {
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                // Mix with fallback (black area should be dark anyway)
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                vec3 finalColor = textureLod(albedo, projectedCoord.xy, 1.0).rgb;
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                // FIXME, this is heavy, needs to be an option in the settings
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                //vec3 finalColor = fastBlur(projectedCoord.xy, spread);
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                if ((finalColor.r + finalColor.g + finalColor.b) > 0.)
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                {
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@@ -132,8 +133,9 @@ void main(void)
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    // Extract roughness
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    float specval = texture(ntex, uv).z;
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#ifdef GL_ES
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    Spec = vec4(.25 * SpecularIBL(normal, eyedir, specval), 1.);
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#else
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    // Compute Space Screen Reflection =========================================================
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    float lineardepth = textureLod(dtex, uv, 0.).x;
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@@ -167,5 +169,6 @@ void main(void)
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                            hitPos, dDepth, dtex, fallback, mix(0.001, 0.01, 1.0 - specval));
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    Spec = vec4(outColor.rgb, 1.0);
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#endif
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}
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