cube map refraction

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Nice cube map demo, I like it :)

Although the water is still only doing reflection * fresnel term, no refraction...

I was thinking if inverting the normals worked, then you could have two copies of the mesh, one with the normals the correct way (for lighting and reflection * fresnel alpha) and a copy with inverted normals (for refraction * 1-frensel alpha). Render both meshes and tada! - Reflection & refraction.

Should work (in theory!)