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Add SSRrPass (screen space refraction) (#21420)
* SSRPassCorrectReflectorDepth * Fix? or bypass? large groundReflector edge viewing problem. * Renaming & some clean up. * SSRr init copy from SSR * ok: rename SSR to SSRr & remove groundReflector * clean up * clean: blur * a * a * pok * debug_effect * pok * pok * doing * doing * add gui ior * ok * screenshot * bugfix: Correct transparent object z-depth occlusion. * add vconsole * Add specular. * Generalize & Clean up. * Click toggle transparent. * Rename: specularRenderTarget. Fix: scene.background. MouseMove Check: Zero is sufficient. * Correct IOR. * Fix: Tiny gaps display error. Rename: tSpecular. * Clean up. * Rename: Metalness to Refractive. Add: Specular togglable. * Make `defines` all uppercase. * Add `Specular` OUTPUT. * BugFix: Corrent `tDepthSelects`. Add: `DepthSelects` OUTPUT. * Rename: `normal` to `normalSelects`. * Let `away` consider `surfDist`. * Setting: `maxDistance` configurable. * Use `pointToLineDistance`. * All use `NearestFilter`. * Add: `infiniteThick`. * Increase `maxDistance`. * Add setting: fillHole.
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examples/files.json

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"webgl_postprocessing_sobel",
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"webgl_postprocessing_ssao",
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"webgl_postprocessing_ssr",
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"webgl_postprocessing_ssrr",
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"webgl_postprocessing_taa",
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"webgl_postprocessing_unreal_bloom",
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"webgl_postprocessing_unreal_bloom_selective"

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