Use stricter alpha check during VoxelGI cone-tracing to prevent reflection artifacts
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@@ -486,7 +486,7 @@ vec4 voxel_cone_trace(texture3D probe, vec3 cell_size, vec3 pos, vec3 direction,
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float dist = p_bias;
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vec4 color = vec4(0.0);
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while (dist < max_distance && color.a < 0.95) {
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while (dist < max_distance && color.a < 1.0) {
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float diameter = max(1.0, 2.0 * tan_half_angle * dist);
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vec3 uvw_pos = (pos + dist * direction) * cell_size;
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float half_diameter = diameter * 0.5;
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@@ -509,7 +509,7 @@ vec4 voxel_cone_trace_45_degrees(texture3D probe, vec3 cell_size, vec3 pos, vec3
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float radius = max(0.5, dist);
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float lod_level = log2(radius * 2.0);
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while (dist < max_distance && color.a < 0.95) {
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while (dist < max_distance && color.a < 1.0) {
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vec3 uvw_pos = (pos + dist * direction) * cell_size;
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//check if outside, then break
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