tiny refraction strength falloff tweak

This commit is contained in:
Xonk
2025-04-01 22:12:54 -04:00
parent 5956e86340
commit 77c2559751

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@ -190,7 +190,7 @@ vec3 doRefractionEffect( inout vec2 texcoord, vec2 normal, float linearDistance,
// make the tangent space normals match the directions of the texcoord UV, this greatly improves the refraction effect.
vec2 UVNormal = vec2(normal.x,-normal.y);
float refractionMult = 0.3 / (1.0 + linearDistance*0.5);
float refractionMult = 0.3 / (1.0 + pow(linearDistance,0.8));
float diffractionMult = 0.035;
float smudgeMult = 1.0;