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Remove textures vertical offset. Fix for area enabling parallax.
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@@ -8,7 +8,7 @@ uniform vec3 eyePosition;
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varying vec3 vPosition;
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varying vec3 worldPosition;
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varying float generate_heightmaps;
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varying float area_enable_parallax;
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varying vec3 eyeVec;
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varying vec3 tsEyeVec;
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@@ -95,7 +95,7 @@ void main (void)
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vec3 eyeRay = normalize(tsEyeVec);
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#if PARALLAX_OCCLUSION_MODE == 0
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// Parallax occlusion with slope information
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if (normalTexturePresent) {
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if (normalTexturePresent && area_enable_parallax > 0.0) {
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const float scale = PARALLAX_OCCLUSION_SCALE / PARALLAX_OCCLUSION_ITERATIONS;
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const float bias = PARALLAX_OCCLUSION_BIAS / PARALLAX_OCCLUSION_ITERATIONS;
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for(int i = 0; i < PARALLAX_OCCLUSION_ITERATIONS; i++) {
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@@ -106,12 +106,12 @@ void main (void)
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#endif
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#if PARALLAX_OCCLUSION_MODE == 1
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// Relief mapping
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if (normalTexturePresent) {
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if (normalTexturePresent && area_enable_parallax > 0.0) {
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vec2 ds = eyeRay.xy * PARALLAX_OCCLUSION_SCALE;
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float dist = find_intersection(uv, ds);
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uv += dist * ds;
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#endif
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} else if (generate_heightmaps > 0.0) {
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} else if (area_enable_parallax > 0.0) {
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vec2 ds = eyeRay.xy * PARALLAX_OCCLUSION_SCALE;
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float dist = find_intersectionRGB(uv, ds);
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uv += dist * ds;
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