forked from teamnwah/openmw-tes3coop
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dd2e0c6eaf |
1 changed files with 1 additions and 1 deletions
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@ -384,7 +384,7 @@ float2 blendUV = (UV - 0.5) * (16.0 / (16.0+1.0)) + 0.5;
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thisLayerUV += TSeyeDir.xy * ( normalTex.a * PARALLAX_SCALE + PARALLAX_BIAS );
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#endif
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diffuseTex = shSample(diffuseMap@shIterator, layerUV);
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diffuseTex = shSample(diffuseMap@shIterator, thisLayerUV);
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#if !@shPropertyBool(use_specular_@shIterator)
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diffuseTex.a = 0.0;
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#endif
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