Variable REFRACTION_APODIZATION_GLSL_APPLYConst
REFRACTION_APODIZATION_GLSL_APPLY: "\n\t#ifdef USE_DISPERSION\n\t\tfloat luxarDispersion = material.dispersion;\n\t#else\n\t\tfloat luxarDispersion = 0.0;\n\t#endif\n\tfloat luxarRayScale = luxarRefractionRayScale( n, v, pos, material.ior, luxarDispersion, material.thickness,\n\t\tmodelMatrix, viewMatrix, projectionMatrix );\n\tmaterial.thickness *= luxarRayScale;\n\tmaterial.attenuationDistance *= luxarRayScale;\n" = ...
Inserted after TRANSMISSION_NORMAL_LINE: shorten the ray, keep the absorption.