Cleanup: Remove commented out code in ssr_lib.glsl.
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@ -81,9 +81,6 @@ vec4 screen_space_refraction(vec3 vP, vec3 N, vec3 V, float ior, float roughness
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vec2 texture_size = vec2(textureSize(refractColorBuffer, 0).xy) / hizUvScale.xy;
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float mip = log2(cone_footprint * max(texture_size.x, texture_size.y));
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// Disabled. Causes incorrect LOD sampling on Nvidia cards. (T101438)
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// mip = clamp(mip, 0.0, 9.0);
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vec3 spec = textureLod(refractColorBuffer, hit_uvs * hizUvScale.xy, mip).xyz;
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float mask = screen_border_mask(hit_uvs);
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