#ifdef REFLECTION_PREVIOUS

vec4 RoughReflection(vec3 viewPos, vec3 normal, float dither, float smoothness) {
    vec4 color = vec4(0.0);
	float border = 0.0;

    vec4 pos = Raytrace(depthtex0, viewPos, normal, dither, border, 4, 1.0, 0.1, 2.0);
	border = clamp(13.333 * (1.0 - border) * (0.9 * smoothness + 0.1), 0.0, 1.0);
	
	if (pos.z < 1.0 - 1e-5) {
		#ifdef REFLECTION_ROUGH
		float dist = 1.0 - exp(-0.125 * (1.0 - smoothness) * pos.a);
		float lod = log2(viewHeight / 8.0 * (1.0 - smoothness) * dist);
		#else
		float lod = 0.0;
		#endif

		if (lod < 1.0) {
			color.a = texture2DLod(colortex6, pos.st, 1.0).b;
			if (color.a > 0.001) color.rgb = texture2DLod(colortex5, pos.st, 1.0).rgb;
			#ifdef REFLECTION_PREVIOUS
			color.rgb = pow(color.rgb * 2.0, vec3(8.0));
			#endif
		}else{
			for(int i = -2; i <= 2; i++) {
				for(int j = -2; j <= 2; j++) {
					vec2 refOffset = vec2(i, j) * exp2(lod - 1.0) / vec2(viewWidth, viewHeight);
					vec2 refCoord = pos.st + refOffset;
					float alpha = texture2DLod(colortex6, refCoord, lod).b;
					if (alpha > 0.001) {
						vec3 sample = texture2DLod(colortex5, refCoord, max(lod - 1.0, 0.0)).rgb;

						#ifdef REFLECTION_PREVIOUS
						sample = pow(sample * 2.0, vec3(8.0));
						#endif

						color.rgb += sample;
						color.a += alpha;
					}
				}
			}
			color /= 25.0;
		}

		color *= color.a;
		color.a *= border;
	}
	
    return color;
}

#else

vec4 RoughReflection(vec3 viewPos, vec3 normal, float dither, float smoothness) {
    vec4 color = vec4(0.0);
	float border = 0.0;

    vec4 pos = Raytrace(depthtex0, viewPos, normal, dither, border, 4, 1.0, 0.1, 2.0);
	border = clamp(13.333 * (1.0 - border) * (0.9 * smoothness + 0.1), 0.0, 1.0);
	
	if (pos.z < 1.0 - 1e-5) {
		#ifdef REFLECTION_ROUGH
		float dist = 1.0 - exp(-0.125 * (1.0 - smoothness) * pos.a);
		float lod = log2(viewHeight / 8.0 * (1.0 - smoothness) * dist);
		#else
		float lod = 0.0;
		#endif

		if (lod < 1.0) {
			color.a = texture2DLod(colortex6, pos.st, 1.0).b;
			if (color.a > 0.001) color.rgb = texture2DLod(colortex0, pos.st, 1.0).rgb;
			#ifdef REFLECTION_PREVIOUS
			color.rgb = pow(color.rgb * 2.0, vec3(8.0));
			#endif
		}else{
			for(int i = -2; i <= 2; i++) {
				for(int j = -2; j <= 2; j++) {
					vec2 refOffset = vec2(i, j) * exp2(lod - 1.0) / vec2(viewWidth, viewHeight);
					vec2 refCoord = pos.st + refOffset;
					float alpha = texture2DLod(colortex6, refCoord, lod).b;
					if (alpha > 0.001) {
						vec3 sample = texture2DLod(colortex0, refCoord, max(lod - 1.0, 0.0)).rgb;

						#ifdef REFLECTION_PREVIOUS
						sample = pow(sample * 2.0, vec3(8.0));
						#endif

						color.rgb += sample;
						color.a += alpha;
					}
				}
			}
			color /= 25.0;
		}

		color *= color.a;
		color.a *= border;
	}
	
    return color;
}
#endif