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#version 330 core
in vec3 Normal;
in vec3 Position;
uniform samplerCube skybox;
uniform vec3 cameraPos;
out vec4 FragColor;
void main() {
float refr_ratio = 1.0/1.52;
vec3 I = normalize(Position - cameraPos);
vec3 R = refract(I, normalize(Normal), refr_ratio);
FragColor = vec4(texture(skybox, R).rgb, 1.0);
};
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