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@@ -18,10 +18,11 @@ export default /* glsl */`
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vec3 pos = vWorldPosition.xyz / vWorldPosition.w;
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vec3 pos = vWorldPosition.xyz / vWorldPosition.w;
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vec3 v = normalize( cameraPosition - pos );
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vec3 v = normalize( cameraPosition - pos );
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+ vec3 n = inverseTransformDirection( normal, viewMatrix );
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float ior = ( 1.0 + 0.4 * reflectivity ) / ( 1.0 - 0.4 * reflectivity );
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float ior = ( 1.0 + 0.4 * reflectivity ) / ( 1.0 - 0.4 * reflectivity );
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vec3 transmission = transmissionFactor * getIBLVolumeRefraction(
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vec3 transmission = transmissionFactor * getIBLVolumeRefraction(
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- normal, v, roughnessFactor, material.diffuseColor, material.specularColor,
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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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pos, modelMatrix, viewMatrix, projectionMatrix, ior, thicknessFactor,
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attenuationTint, attenuationDistance );
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attenuationTint, attenuationDistance );
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