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@@ -24,7 +24,7 @@ export default /* glsl */`
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vec3 n = inverseTransformDirection( normal, viewMatrix );
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vec3 n = inverseTransformDirection( normal, viewMatrix );
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vec4 transmission = getIBLVolumeRefraction(
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vec4 transmission = getIBLVolumeRefraction(
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- n, v, roughnessFactor, material.diffuseColor, material.specularColor, material.specularF90,
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+ n, v, material.roughness, material.diffuseColor, material.specularColor, material.specularF90,
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pos, modelMatrix, viewMatrix, projectionMatrix, material.ior, material.thickness,
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pos, modelMatrix, viewMatrix, projectionMatrix, material.ior, material.thickness,
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material.attenuationColor, material.attenuationDistance );
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material.attenuationColor, material.attenuationDistance );
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