Your screenshot is unreadable (too large area covered and not enough resolution) for the material graph. Draw an arrow or something on the in-editor picture that points at the object(s) you applied the glass onto. As it is, I don’t know what you are using it for, and so lacking information.
It appears that you’re multiplying the texture coordinates (texcoord) by normal UVs (as a scalar parameter). Why are you doing that? In addition, when you Flatten Normal, you may be interrupting the light’s ability to refract and interact correctly with the glass material on the mesh.