diff --git a/source/blender/gpu/shaders/gpu_shader_material.glsl b/source/blender/gpu/shaders/gpu_shader_material.glsl index 265dc8ab28e..4d3db28b08d 100644 --- a/source/blender/gpu/shaders/gpu_shader_material.glsl +++ b/source/blender/gpu/shaders/gpu_shader_material.glsl @@ -2978,7 +2978,9 @@ void node_bsdf_refraction(vec4 color, float roughness, float ior, vec3 N, out Cl color.rgb *= (refractionDepth > 0.0) ? color.rgb : vec3(1.0); /* Simulate 2 absorption event. */ roughness = sqrt(roughness); eevee_closure_refraction(N, roughness, ior, out_refr); + vec3 vN = normalize(mat3(ViewMatrix) * N); result = CLOSURE_DEFAULT; + result.ssr_normal = normal_encode(vN, viewCameraVec); result.radiance = out_refr * color.rgb; result.ssr_id = REFRACT_CLOSURE_FLAG; #else