@ -384,7 +384,7 @@ float2 blendUV = (UV - 0.5) * (16.0 / (16.0+1.0)) + 0.5;
thisLayerUV += TSeyeDir.xy * ( normalTex.a * PARALLAX_SCALE + PARALLAX_BIAS );
#endif
diffuseTex = shSample(diffuseMap@shIterator, layerUV);
diffuseTex = shSample(diffuseMap@shIterator, thisLayerUV);
#if !@shPropertyBool(use_specular_@shIterator)
diffuseTex.a = 0.0;