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The precision issue is currently worked around by using max(0.000001, ...) in this line of code -
currentDistanceView = -startView.z * -stopView.z / max(0.00001, mix(-stopView.z, -startView.z, currentProgressB)); // NOTE: uses perspective correct interpolation for depth, but causes precision issues as ssrDistanceMax increases.
You can see where it bottoms out the reflection computation here -
If we could find some way to preserve intended behavior without losing precision to the point of bottoming out, that should address this issue.
The text was updated successfully, but these errors were encountered:
Reduced SsrDistanceMaxDefault to workaround #846 a bit.
5f2ef18
Worked around this a bit by changing SSR config defaults.
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The precision issue is currently worked around by using max(0.000001, ...) in this line of code -
You can see where it bottoms out the reflection computation here -
If we could find some way to preserve intended behavior without losing precision to the point of bottoming out, that should address this issue.
The text was updated successfully, but these errors were encountered: