Fix non-reflected things being invisible.
Correct the condition to check that the fragment is above the
reflecting plane to be only active for WorldReflectionNode.
@@ -78,8 +78,8 @@ uniform float clip;
void main() {
-// Only necessary for opaque objects
-#if !defined (FEATURE_REFRACTIVE_PASS)
+// Active for worldReflectionNode only.
+#if defined FEATURE_USE_FORWARD_LIGHTING
if (vertexWorldPos.y < clip) {
discard;
}
