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@@ -27,7 +27,7 @@ export default /* glsl */`
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uniform mat4 modelMatrix;
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uniform mat4 projectionMatrix;
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- varying vec4 vWorldPosition;
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+ varying vec3 vWorldPosition;
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vec3 getVolumeTransmissionRay(vec3 n, vec3 v, float thickness, float ior, mat4 modelMatrix) {
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// Direction of refracted light.
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