raytraced reflection fix: static sky can also be reflected
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@@ -113,7 +113,16 @@ void main(uint2 DTid : SV_DispatchThreadID)
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if (q.CommittedStatus() != COMMITTED_TRIANGLE_HIT)
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{
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// miss:
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payload.data.xyz += GetDynamicSkyColor(q.WorldRayDirection());
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[branch]
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if (IsStaticSky())
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{
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// We have envmap information in a texture:
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payload.data.xyz += GetStaticSkyColor(q.WorldRayDirection());
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}
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else
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{
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payload.data.xyz += GetDynamicSkyColor(q.WorldRayDirection());
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}
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payload.data.w = FLT_MAX;
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}
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else
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@@ -9,7 +9,7 @@ namespace wi::version
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// minor features, major updates, breaking compatibility changes
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const int minor = 71;
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// minor bug fixes, alterations, refactors, updates
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const int revision = 282;
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const int revision = 283;
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const std::string version_string = std::to_string(major) + "." + std::to_string(minor) + "." + std::to_string(revision);
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@@ -139,6 +139,7 @@ Patreon supporters
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- Nicolas Embleton
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- Desuuc
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- radino1977
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- Anthony Curtis
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)";
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return credits;
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