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