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