def shader_window_glass(nw: NodeWrangler):
    """Non-refractive glass shader, since windows consist of a one-sided mesh currently and would not properly
    refract-then un-refract the light
    """

    roughness = clip_gaussian(0, 0.015, 0, 0.03, 0.03)
    transmission = uniform(0.05, 0.12)

    # non-refractive glass
    transparent_bsdf = nw.new_node(Nodes.TransparentBSDF)
    shader = nw.new_node(Nodes.GlossyBSDF, input_kwargs={"Roughness": roughness})
    shader = nw.new_node(
        Nodes.MixShader,
        input_kwargs={"Fac": transmission, 1: transparent_bsdf, 2: shader},
    )

    # complete pass-through for non-camera rays, for render efficiency
    light_path = nw.new_node(Nodes.LightPath)
    shader = nw.new_node(
        Nodes.MixShader,
        input_kwargs={
            "Fac": light_path.outputs["Is Camera Ray"],
            1: transparent_bsdf,
            2: shader,
        },
    )

    material_output = nw.new_node(
        Nodes.MaterialOutput,
        input_kwargs={"Surface": shader},
        attrs={"is_active_output": True},
    )
Non-refractive glass shader, since windows consist of a one-sided mesh currently and would not properly
    refract-then un-refract the light
    
infinigen/assets/objects/windows/window.py