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Added proper refraction to water surface
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@ -177,7 +177,7 @@ void main() {
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float f_light = 1.0;// pow(f_light, 1.5);
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vec3 ray_dir;
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if (medium.x == 1) {
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ray_dir = (cam_to_frag + norm) / 2;
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ray_dir = refract(cam_to_frag, -norm, 1.33);
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} else {
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ray_dir = reflect_ray_dir;
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}
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