Minor changes
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@@ -134,7 +134,7 @@ void main(void)
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float dDepth;
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float minRayStep = 100.0f;
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// Fallback
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vec3 fallback = .25 * SpecularIBL(normal, eyedir, 1.);
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vec3 fallback = .25 * SpecularIBL(normal, eyedir, specval);
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vec3 outColor = RayCast(reflected * max(minRayStep, -View_Pos.z), hitPos, dDepth, dtex, fallback);
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// float lodval = 7. * (1 - specval);
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