diff --git a/shaders/compiled/frag_rt_quad.spv b/shaders/compiled/frag_rt_quad.spv
index e329b50..8b8614a 100644
Binary files a/shaders/compiled/frag_rt_quad.spv and b/shaders/compiled/frag_rt_quad.spv differ
diff --git a/shaders/rt_quad.frag b/shaders/rt_quad.frag
index 9fd62a9..7094bd4 100644
--- a/shaders/rt_quad.frag
+++ b/shaders/rt_quad.frag
@@ -31,6 +31,7 @@ uint max_iterations_per_light = scene_info.infos[1];
 int half_diffuse_raster_steps = int(scene_info.infos[2]);
 float raster_distance = uintBitsToFloat(scene_info.infos[3]);
 int raster_points = (2 * half_diffuse_raster_steps + 1) * (2 * half_diffuse_raster_steps + 1);
+float pos_infinity = uintBitsToFloat(0x7F800000);
 
 uvec4 unpack_color(uint val) {
     // left most 8 bits first
@@ -194,6 +195,7 @@ struct Tracing {
     vec3 color_mul;
     uvec2 end_raster;
 
+    vec3 end_direction;
     bool has_transparent_hit;
 };
 
@@ -303,6 +305,7 @@ Tracing trace_ray(uint volume_start, vec3 starting_pos, vec3 start_direction, fl
                     result.color_mul = result.color_mul * vec3(float(color_sample.x) / 255.0, float(color_sample.y) / 255.0, float(color_sample.z) / 255.0);
                     result.has_transparent_hit = true;
                     result.end_volume = volume_index;
+                    result.end_direction = direction;
 
                     end_color_transparent = color_sample;
                     end_raster_transparent = uvec2(u, v);
@@ -321,6 +324,7 @@ Tracing trace_ray(uint volume_start, vec3 starting_pos, vec3 start_direction, fl
                     result.end_raster = uvec2(u, v);
                     result.has_hit = true;
                     result.end_volume = volume_index;
+                    result.end_direction = direction;
 
                     float reflectivity = 1.0 - float(color_sample.w) / 255.0;
                     vec3 refltective_color_mul = result.color_mul * vec3(float(color_sample.x) / 255.0, float(color_sample.y) / 255.0, float(color_sample.z) / 255.0);
@@ -440,6 +444,20 @@ vec3 clamp_to_volume(uint volume_start, vec3 position) {
     return vec3(min(max(position.x, low_x_border), high_x_border), min(max(position.y, low_y_border), high_y_border), min(max(position.z, low_z_border), high_z_border));
 }
 
+vec3 add_reflection(vec3 view_vector, uint f, uint volume_start, vec3 pos, uvec4 color_sample, vec3 color_sum) {
+    vec3 orig_color_sample = vec3(float(color_sample.x) / 255.0, float(color_sample.y) / 255.0, float(color_sample.z) / 255.0);
+
+    vec3 reflection_direction = reflect_vector(view_vector, f);
+    Tracing reflection_tracing = trace_ray(volume_start, pos, reflection_direction, pos_infinity, 0, max_iterations_per_light, true);
+    float reflectivity = 1.0 - float(color_sample.w) / 255.0;
+    if (reflection_tracing.has_hit || reflection_tracing.has_transparent_hit) {
+        vec3 color_from_reflection = diffuse_tracing(reflection_tracing.end_volume, reflection_tracing.end_raster, reflection_tracing.end_pos, reflection_tracing.end_facing) * orig_color_sample;
+        color_sum = color_sum * (1.0 - reflectivity) + color_from_reflection * reflectivity;
+    }
+
+    return color_sum;
+}
+
 void main() {
     vec3 clamped_pos = clamp_to_volume(fragVolumeStart, origPosition);
     uvec4 color_roughness = sample_color_from_scene_info(fragVolumeStart, fragRasterPos, facing);
@@ -447,31 +465,27 @@ void main() {
     vec3 color_sum;
 
     uint orig_neighbor = sample_neighbor_from_scene_info(fragVolumeStart, fragRasterPos, facing);
-    float pos_infinity = uintBitsToFloat(0x7F800000);
     if (orig_neighbor != 0) {
+        vec3 color_direct = diffuse_tracing(fragVolumeStart, fragRasterPos, clamped_pos, facing);
+        color_direct = add_reflection(normalize(clamped_pos - ubo.camera_pos), facing, fragVolumeStart, clamped_pos, color_roughness, color_direct);
+
         Tracing t = trace_ray(fragVolumeStart, ubo.camera_pos, clamped_pos - ubo.camera_pos, pos_infinity, 0, max_iterations_per_light, false);
         float opacity = float(color_roughness.w) / 255.0;
         if (t.has_hit) {
             vec3 color_seen_through = diffuse_tracing(t.end_volume, t.end_raster, t.end_pos, t.end_facing) * orig_color_sample * t.color_mul;
-            vec3 color_direct = diffuse_tracing(fragVolumeStart, fragRasterPos, clamped_pos, facing);
+            color_seen_through = add_reflection(t.end_direction, t.end_facing, t.end_volume, t.end_pos, t.end_color, color_seen_through);
+
             color_sum = opacity * color_direct + (1.0 - opacity) * color_seen_through;
         }
         else {
             // Todo: hit sky box
-            vec3 color_direct = diffuse_tracing(fragVolumeStart, fragRasterPos, clamped_pos, facing);
             color_sum = opacity * color_direct + (1.0 - opacity) * vec3(0.0, 0.0, 0.0);
         }
     }
     else {
         color_sum = diffuse_tracing(fragVolumeStart, fragRasterPos, clamped_pos, facing);
 
-        vec3 reflection_direction = reflect_vector(normalize(clamped_pos - ubo.camera_pos), facing);
-        Tracing reflection_tracing = trace_ray(fragVolumeStart, clamped_pos, reflection_direction, pos_infinity, 0, max_iterations_per_light, true);
-        float reflectivity = 1.0 - float(color_roughness.w) / 255.0;
-        if (reflection_tracing.has_hit || reflection_tracing.has_transparent_hit) {
-            vec3 color_from_reflection = diffuse_tracing(reflection_tracing.end_volume, reflection_tracing.end_raster, reflection_tracing.end_pos, reflection_tracing.end_facing) * orig_color_sample;
-            color_sum = color_sum * (1.0 - reflectivity) + color_from_reflection * reflectivity;
-        }
+        color_sum = add_reflection(normalize(clamped_pos - ubo.camera_pos), facing, fragVolumeStart, clamped_pos, color_roughness, color_sum);
     }
 
     outColor = vec4(color_sum, 1.0);