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path: root/source/lessons/instanced_rendering/basic quads/shaders/refr.fs.glsl
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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);
};