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Replace cubemap scenery reflections with SSR, add Vulkan ray traced reflections
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@@ -1559,8 +1559,11 @@ debug_panel::render_section_settings() const {
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ImGui::PushStyleColor( ImGuiCol_Text, { Global.UITextColor.r, Global.UITextColor.g, Global.UITextColor.b, Global.UITextColor.a } );
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ImGui::TextUnformatted( "Graphics" );
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ImGui::PopStyleColor();
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// reflection fidelity
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ImGui::SliderInt( ( std::to_string( Global.reflectiontune.fidelity ) + "###reflectionfidelity" ).c_str(), &Global.reflectiontune.fidelity, 0, 2, "Reflection fidelity" );
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// screen space reflections
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{
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char const *ssrlevels[] { "off", "low", "medium", "high" };
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ImGui::SliderInt( ( std::string( ssrlevels[ std::clamp( Global.gfx_ssr, 0, 3 ) ] ) + "###screenreflections" ).c_str(), &Global.gfx_ssr, 0, 3, "Reflections" );
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}
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ImGui::SliderInt( ( std::to_string( Global.gfx_shadow_rank_cutoff ) + "###shadowrankcutoff" ).c_str(), &Global.gfx_shadow_rank_cutoff, 1, 3, "Shadow ranks" );
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if( ImGui::SliderFloat( ( to_string( std::abs( Global.gfx_shadow_angle_min ), 2 ) + "###shadowanglecutoff" ).c_str(), &Global.gfx_shadow_angle_min, -1.0, -0.2f, "Shadow angle cutoff" ) ) {
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Global.gfx_shadow_angle_min = quantize( Global.gfx_shadow_angle_min, 0.05f );
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