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fix #60 and tune refract
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@ -534,8 +534,7 @@ void main() {
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} else {
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// Refraction
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if (rand01() < payload_opaque.transmissiveness) {
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throughput *= material.baseColor;
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direction = refract(direction, payload_opaque.geometry_normal, .8);
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direction = refract(direction, payload_opaque.geometry_normal, .95);
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origin = payload_opaque.hit_pos_t.xyz - payload_opaque.geometry_normal * shadow_offset_fudge;
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continue;
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}
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