Update leenkx/Shaders/ssrefr_pass/ssrefr_pass.frag.glsl
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@ -86,7 +86,7 @@ void main() {
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vec3 viewNormal = V3 * n;
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vec3 viewPos = getPosView(viewRay, d, cameraProj);
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vec3 refracted = refract(viewPos, viewNormal, 1.0 / ior);
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vec3 refracted = refract(normalize(viewPos), viewNormal, 1.0 / ior);
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hitCoord = viewPos;
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vec3 dir = refracted * (1.0 - rand(texCoord) * ss_refractionJitter * roughness) * 2.0;
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