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Should the implementation include the wobble effect on the refracted surfaces? I'm not sure if that contributes much.
Stuff open in my implementation so far:
Fade out of the effect
"Wobble" effect (?)
Depth "awareness" (maybe 2 options (r_refraction 1/2) to render it?)
make it possible to define refraction in an old shader type
Implement refraction effect for parity with vanilla renderer.
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