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@@ -20,7 +20,7 @@ export default /* glsl */`
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vec3 v = normalize( cameraPosition - pos );
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vec3 n = inverseTransformDirection( normal, viewMatrix );
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- vec3 transmission = transmissionFactor * getIBLVolumeRefraction(
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+ vec3 transmission = getIBLVolumeRefraction(
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n, v, roughnessFactor, material.diffuseColor, material.specularColor,
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pos, modelMatrix, viewMatrix, projectionMatrix, ior, thicknessFactor,
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attenuationTint, attenuationDistance );
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