vec4 SimpleReflection(vec3 viewPos, vec3 normal, float dither, float fresnelRT, float skyLightFactor) {
	vec4 reflection = vec4(0.0);

    vec4 pos = Raytrace(depthtex1, viewPos, normal, dither, fresnelRT);

	float border = clamp(1.0 - pow(cdist(pos.st), 50.0), 0.0, 1.0);
	
	if (pos.z < 1.0 - 1e-5) {
		float refDepth = texture2D(depthtex1, pos.st).r;
		reflection.a = float(0.999999 > refDepth);
		if (reflection.a > 0.001) {
			reflection.rgb = texture2D(gaux2, pos.st).rgb;
			if (refDepth > 0.9995) reflection.rgb *= skyLightFactor;
		}
		reflection.a *= border;
	}

	reflection.rgb = pow(reflection.rgb * 2.0, vec3(8.0));

	return reflection;
}