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@ -352,8 +352,8 @@ fn fetch_transmissive_background(offset_position: vec2<f32>, frag_coord: vec3<f3
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// the first scenario.
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//
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// Blur intensity is:
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// - squarely proportional to `perceptual_roughness`
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// - inversely proportional to view z
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// - proportional to the square of `perceptual_roughness`
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// - proportional to the inverse of view z
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let blur_intensity = (perceptual_roughness * perceptual_roughness) / view_z;
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#ifdef SCREEN_SPACE_SPECULAR_TRANSMISSION_BLUR_TAPS
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