SceneRefract: Index of refraction exiting the back of the object is back into
"air", so make it so.
diff --git a/data/shaders/light-refract.frag b/data/shaders/light-refract.frag
index 184ba29..b1b8562 100644
--- a/data/shaders/light-refract.frag
+++ b/data/shaders/light-refract.frag
@@ -22,7 +22,7 @@
vec2 normcoord = (MapCoord.st + front_refraction.st + point_five) * point_five;
vec4 back_normal = texture2D(NormalMap, normcoord);
// Now refract again, using the minus normal from the lookup.
- vec3 back_refraction = refract(front_refraction, back_normal.xyz, 1.5);
+ vec3 back_refraction = refract(front_refraction, back_normal.xyz, 1.0);
vec2 imagecoord = (normcoord + back_refraction.st + point_five) * point_five;
vec4 texel = texture2D(ImageMap, imagecoord);
// Add in a specular component