vec2 u_rendererSize;
                            uniform sampler2D u_refractionMap;
                            $1`);
                        fs = fs.replace(/(#ifdef HILO_IGNORE_TRANSPARENT)/, `                       
                        vec2 screenUV = gl_FragCoord.xy/u_rendererSize;
                        vec2 bump = normal.xy;
                        vec4 screenColor = texture2D(u_refractionMap, screenUV - bump*vec2(0.03, 0.01)).rgba;

                        if (color.a <= 0.9 && screenColor.a > 0