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Fix a terrain shader issue

This commit is contained in:
scrawl 2013-12-23 13:40:09 +01:00
parent c5c3248376
commit 74e902330f

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