diff --git a/src/renderers/shaders/ShaderChunk/transmission_fragment.glsl.js b/src/renderers/shaders/ShaderChunk/transmission_fragment.glsl.js index 9d3c008ecaee2e6f5f73305f04c92a91f85ae97d..ae03c7f8f3f7a0de6ca2220d3e4eee2c7b231192 100644 --- a/src/renderers/shaders/ShaderChunk/transmission_fragment.glsl.js +++ b/src/renderers/shaders/ShaderChunk/transmission_fragment.glsl.js @@ -20,7 +20,7 @@ export default /* glsl */` vec3 v = normalize( cameraPosition - pos ); vec3 n = inverseTransformDirection( normal, viewMatrix ); - vec3 transmission = transmissionFactor * getIBLVolumeRefraction( + vec3 transmission = getIBLVolumeRefraction( n, v, roughnessFactor, material.diffuseColor, material.specularColor, pos, modelMatrix, viewMatrix, projectionMatrix, ior, thicknessFactor, attenuationTint, attenuationDistance );