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@ -345,6 +345,7 @@ float2 blendUV = (UV - 0.5) * (16.0 / (16.0+1.0)) + 0.5;
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#endif
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@shForeach(@shPropertyString(num_layers))
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thisLayerUV = layerUV;
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#if @shPropertyBool(use_normal_map_@shIterator)
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normalTex = shSample(normalMap@shIterator, thisLayerUV);
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#if @shIterator == 0 && IS_FIRST_PASS
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@ -354,7 +355,6 @@ float2 blendUV = (UV - 0.5) * (16.0 / (16.0+1.0)) + 0.5;
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#endif
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#endif
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thisLayerUV = layerUV;
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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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