Bugfix #3948
Raymirror didn't use proper texture-space 'osa vectors' for sky texture, causing extremely blurred reflections of sky. Error was actually a mixup of arguments for sky render...
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@@ -1655,7 +1655,7 @@ static void traceray(ShadeInput *origshi, short depth, float *start, float *vec,
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VECCOPY(shi.view, vec);
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Normalise(shi.view);
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shadeSkyPixelFloat(col, NULL, shi.view, isec.start);
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shadeSkyPixelFloat(col, isec.start, shi.view, NULL);
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}
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}
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@@ -2150,7 +2150,7 @@ void ray_ao(ShadeInput *shi, float *shadfac)
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shadfac[2]+= (1.0-fac)*R.wrld.horb + fac*R.wrld.zenb;
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}
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else {
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shadeSkyPixelFloat(skycol, NULL, view, isec.start);
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shadeSkyPixelFloat(skycol, isec.start, view, NULL);
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shadfac[0]+= skycol[0];
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shadfac[1]+= skycol[1];
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shadfac[2]+= skycol[2];
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