# Screen-space refraction a glass slab reads the scene behind it and bends it. ```{raw} html ▶ Run in browser ``` **Tags:** `3d` A screen-reading material (``Material(needs_scene_colour=True)``) makes the renderer split the opaque and transparent phases: after the opaque family draws, the HDR colour + depth are copied into sampleable textures, then the transparent slab samples that scene colour (offset by its surface normal) so the colourful grid behind it appears refracted through the glass. This is the desktop scene colour/depth copy plumbing (design D1); the offset here is a minimal proof, full water shading lands with the WaterMaterial pass. The split is zero-cost when unused: a frame with no screen-reading material records exactly as before (no pass break, no copy). Run: uv run python examples/features/3d/refraction_probe.py Controls: A / D - Orbit camera left / right W / S - Zoom in / out Space / Click - Toggle refraction (screen read) on/off ## Source ```{literalinclude} ../../examples/features/3d/refraction_probe.py :language: python :linenos: ```