diff --git a/package/Shaders/Water.hlsl b/package/Shaders/Water.hlsl index 94adbabbe..9714e08ed 100644 --- a/package/Shaders/Water.hlsl +++ b/package/Shaders/Water.hlsl @@ -611,17 +611,6 @@ float3 GetWaterSpecularColor(PS_INPUT input, float3 normal, float3 viewDirection bool validSSRMask = IsNonZeroColor(ssrReflectionColorRaw); -# ifdef VR - float3 otherEyeUV = ConvertStereoUVToOtherEyeStereoUV(float3(ssrReflectionUv, input.HPosition.z), a_eyeIndex, false); - float2 otherEyeUVDR = GetDynamicResolutionAdjustedScreenPosition(otherEyeUV.xy); - - float4 otherEyeSSRColorRaw = RawSSRReflectionTex.Sample(RawSSRReflectionSampler, otherEyeUVDR); - float4 otherEyeSSRColorBlurred = SSRReflectionTex.Sample(SSRReflectionSampler, otherEyeUVDR); - - ssrReflectionColorRaw = BlendEyeColors(ssrReflectionUvDR, ssrReflectionColorRaw, otherEyeUVDR, otherEyeSSRColorRaw, true); - ssrReflectionColorBlurred = BlendEyeColors(ssrReflectionUvDR, ssrReflectionColorBlurred, otherEyeUVDR, otherEyeSSRColorBlurred, true); -# endif - if (validSSRMask) { // calculate blur on reflection float effectiveBlurFactor = saturate(SSRParams.y * (1.0 + fogDensity));