Examples_3/Unit_Tests/src/10_ScreenSpaceReflections/Shaders/FSL/SSSR_Common.h
float GetRoughnessAccumulationWeight(float roughness)
{
    float near_singular_roughness = 0.00001;
    return smoothstep(0.0, near_singular_roughness, roughness);
}
// Roughness weight to prevent ghosting on pure mirror reflections
Roughness weight to prevent ghosting on pure mirror reflections
Roughness weight to prevent ghosting on pure mirror reflections
float GetRoughnessAccumulationWeight(float roughness)
{
    float near_singular_roughness = 0.00001;
    return smoothstep(0.0, near_singular_roughness, roughness);
}
float GetRoughnessAccumulationWeight ( float roughness ) { float near_singular_roughness = 0.00001 ; return smoothstep ( 0.0 , near_singular_roughness , roughness ) ; }
Roughness weight to prevent ghosting on pure mirror reflections
Roughness weight to prevent ghosting on pure mirror reflections