You would have to use ray marching instead of the ray length block however, but otherwise you should just be able to bounce the ray object in the oppisate direction using advanced math

What I was thinking was that we would get a ray/s and the angle the ray/s had hit from and we would kinda 0 - sin(angle) * 60 I was thinking so we would reverse the angle using 0 - and then the angle would be sin of angle you know what I mean right?

Could you start with a raycasting or raytracing project and I will implement the equation and I need you to make a detection for a mirror so then I could get the angle of the ray and use my equation and and make another ray that points in the direction specified by the angle specified by the equation and then get the color of the thing the ray hit and put it on the mirror this is what I’m gonna do you make the mirror project ok?

That's why I's should have the little dashes on the top and the bottom - to not be confused with an l or a 1. But this topic's not about that so let's just leave it here.

Since Raycasting involves a 2D top-down view of the map, you can probably use that system for mirrors. It will be a chore but might I try.

Unfortunately this system would only work on mirrors that are flat and 2D, concave mirrors might be out of my range for now.