 			const float itsf = 26.0;
 			for (int guessnum = 1; guessnum <= its; ++guessnum)
 			{
+			float rnd2 = rand(vec2(guessnum+rnd, tc.x));
 			  //float rdpow2 = float(guessnum)/(26.0);
 			  float guessnumfp = float(guessnum);
 			  //guessnumfp -= rnd;

			  bloomdamp /= total_refapprop;
			}
			//best_refapprop = min((total_refapprop / ((itsf+1.0) * 0.4)), 1.0);
			best_refapprop = min((total_refapprop / ((itsf))), 1.0);
			//best_refapprop = min(total_refapprop, 1.0);
			// USE: refn, refshad, refapprop, refcol


			    //refapprop *= 1.0/(1.0+distance(refpos.xyz,pos.xyz));

			    //refapprop = /*magickybooster*/2.5*(refapprop);
			    //refapprop = sqrt(refapprop); // we just plain like the appropriateness of non-sky reflections better where available
			    refapprop *= 2.0; // we just plain like the appropriateness of non-sky reflections better where available
			    total_refapprop += refapprop;
			    best_refn += refn.xyz * refapprop;
			    best_refshad += refshad * refapprop;
