[Bug] Refraction breaks at roughness != 0 #32
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Description
If refraction is not equal to 0, the shader breaks:
Pictured above: Roughness set to 0.5 causes total blackout. Values between 0 and 0.5 mix the refraction with black
Solution
Ideally, we sample per-pixel and blur the refraction in rough areas. To keep this performant, we can render blurry refractions at a lower resolution so we don't need to blur as many pixels. This may improve performance. At minimum, we need a way to blend to a blurred refraction.
Fixed in
1f52eed66c
489057018e
In my testing, this is still an issue with the OpenGL backend of Krom on Linux as of April 4, 2025. Re-opening.