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#version 330 core

in vec3 pos;
in vec3 normal;

out vec4 frag_color;

uniform vec3 camera_pos;
uniform samplerCube skybox;

void main(void)
{
    float ratio = 1.0/1.52;
    vec3 i = pos-camera_pos;
    vec3 r = refract(i, normalize(normal), ratio);
    frag_color = texture(skybox, r);
}