Fix: EEVEE: use inverse IOR in BSDF LUT refract()
the `refract()` function require the relative IOR of the media where V is in to the media where L is in. Because this only affects the visibility term, the difference is quite small
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@@ -99,7 +99,7 @@ vec4 ggx_btdf_split_sum(vec3 lut_coord)
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}
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/* Refraction. */
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vec3 T = refract(-V, H, ior);
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vec3 T = refract(-V, H, 1.0 / ior);
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float NT = T.z;
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/* In the case of TIR, `T == vec3(0)`. */
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if (NT < 0.0) {
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