Got all the shadows in the reflections wired up as well! I also added screen space shadows to stop floating shadows on the foliage, but I set it to not run on blocks since those shadows are normally not floating and this way the most noticeable shadows are soft and without artifacts. I merged a lot of code this time so then WSR and SSR can be used at the same time for more detail (for now, hopefully the WSR will be full detail on its own in the near future). I’m going to ignore the 1.6gb of vram in the one buffer alone issue for now and address extra compression later :D
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