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@ -335,7 +335,7 @@ float2 blendUV = (UV - 0.5) * (16.0 / (16.0+1.0)) + 0.5;
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float4 albedo = float4(0,0,0,1);
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float2 layerUV = UV * 16;
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float2 layerUV = float2(UV.x, 1.f-UV.y) * 16; // Reverse Y, required to get proper tangents
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float2 thisLayerUV;
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float4 normalTex;
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@ -355,8 +355,6 @@ float2 blendUV = (UV - 0.5) * (16.0 / (16.0+1.0)) + 0.5;
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#endif
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thisLayerUV = layerUV;
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// required to play nicely with the tangents
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thisLayerUV.y *= -1;
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#if @shPropertyBool(use_parallax_@shIterator)
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thisLayerUV += TSeyeDir.xy * ( normalTex.a * PARALLAX_SCALE + PARALLAX_BIAS );
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#endif
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