forked from LeenkxTeam/LNXSDK
		
	Update leenkx/Shaders/ssrefr_pass/ssrefr_pass.frag.glsl
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		| @ -89,7 +89,7 @@ void main() { | |||||||
|  |  | ||||||
|     vec3 viewNormal = V3 * n; |     vec3 viewNormal = V3 * n; | ||||||
|     vec3 viewPos = getPosView(viewRay, d, cameraProj); |     vec3 viewPos = getPosView(viewRay, d, cameraProj); | ||||||
|     vec3 refracted = refract(normalize(viewPos), viewNormal, 1.0 / ior); |     vec3 refracted = refract(viewPos, viewNormal, 1.0 / ior); | ||||||
|     hitCoord = viewPos; |     hitCoord = viewPos; | ||||||
|  |  | ||||||
|     vec3 dir = refracted * (1.0 - rand(texCoord) * ss_refractionJitter * roughness) * 2.0; |     vec3 dir = refracted * (1.0 - rand(texCoord) * ss_refractionJitter * roughness) * 2.0; | ||||||
|  | |||||||
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