 
     float3 diffusion = triangle.material.diffuse_color;
     float3 reflection = triangle.material.specular_color;
-    float3 refraction = make_float3(1 - triangle.material.dissolve);
+    float3 refraction = make_float3(0);
 
     float shininess = triangle.material.shininess;
     float eta = 1.0;

                                             const float shininess,
                                             curandState* curand_state) {
  float3 perfect = ComputePerfectReflectionDirection(normal, incident);
  return ComputeRandomCosineWeightedDirection(perfect, incident, shininess,
                                              curand_state);
}

      else /* Material -> Air */
        incident_ior = triangle.material.ior;
      eta = incident_ior / transmitted_ior;
      shininess = 0;  // Hack: indicate mirror reflection

      const float3 direction = ComputeTransmissionDirection(
          normal, ray.direction, eta, curand_state);
