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Vulkan ray tracing: shade the heightmap terrain from its layers; longer default SSR range
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@@ -475,7 +475,7 @@ struct global_settings {
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// (the sky) or the ray tracing. 0 none, 1 low, 2 medium, 3 high (steps of the rays); the longest ray, metres, and the
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// roughest surface they're traced for (perceptual roughness, rougher ones reflect the environment map)
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int gfx_ssr { 2 };
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float gfx_ssr_range { 250.f };
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float gfx_ssr_range { 1000.f };
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float gfx_ssr_roughness { 0.6f };
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// (vulkan) ray traced reflections where the screen space ones find nothing, on a gpu with ray queries: the scenery within
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// the range, metres, as gfx.reflections.fidelity says. taken at the start
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