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Fix LoD reflections for nvidea + vulkan
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@ -360,7 +360,10 @@ void main() {
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vec3 surf_color;
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float surf_alpha = 1.0;
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uint mat;
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if (dot(pow(f_col_raw - vec3(0.02, 0.06, 0.22), uvec3(2)), vec3(1)) < 0.01 && dot(vec3(0, 0, 1), f_norm) > 0.9) {
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// NOTE: On nvidea vulkan drivers a `pow` with negative base results in NaN even if the
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// exponent is an integer.
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vec3 water_col_diff = f_col_raw - vec3(0.02, 0.06, 0.22);
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if (dot(water_col_diff * water_col_diff, vec3(1)) < 0.01 && dot(vec3(0, 0, 1), f_norm) > 0.9) {
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mat = MAT_FLUID;
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vec3 reflect_ray = cam_to_frag * vec3(1, 1, -1);
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#if (FLUID_MODE >= FLUID_MODE_MEDIUM)
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