message: Temporary fix for glTF assets with rough transmission
diff: @@ -546,7 +546,10 @@ void applyRefraction(
  // perceptualRoughness to LOD
  // Empirical factor to compensate for the gaussian approximation of Dggx, chosen so
  // cubemap and screen-space modes match at perceptualRoughness 0.125
  - float tweakedPerceptualRoughness = perceptualRoughness * 1.74;
  + // TODO: Remove this factor temporarily until we find a better solution
  + // This overblurs many scenes and needs a more principled approach
  + // float tweakedPerceptualRoughness = perceptualRoughness * 1.74;
  + float tweakedPerceptualRoughness = perceptualRoughness;
  float lod = max(0.0, 2.0 * log2(tweakedPerceptualRoughness) + frameUniforms.refractionLodOffset);
  vec3 Ft = textureLod(light_ssr, p.xy, lod).rgb;
  