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Bug fix
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assets/frag.glsl

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@@ -252,6 +252,8 @@ vec4 scene(inout vec4 p, inout vec4 ray, float vignette) {
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//find closest surface point, without this we get weird coloring artifacts
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p.xyz -= n*d;
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vec3 reflected = ray.xyz - 2.0*dot(ray.xyz, n) * n;
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//Get coloring
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vec4 orig_col = clamp(COL(p), 0.0, 1.0);

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