|
|
@ -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 );
|
|
|
|
thisLayerUV += TSeyeDir.xy * ( normalTex.a * PARALLAX_SCALE + PARALLAX_BIAS );
|
|
|
|
#endif
|
|
|
|
#endif
|
|
|
|
|
|
|
|
|
|
|
|
diffuseTex = shSample(diffuseMap@shIterator, layerUV);
|
|
|
|
diffuseTex = shSample(diffuseMap@shIterator, thisLayerUV);
|
|
|
|
#if !@shPropertyBool(use_specular_@shIterator)
|
|
|
|
#if !@shPropertyBool(use_specular_@shIterator)
|
|
|
|
diffuseTex.a = 0.0;
|
|
|
|
diffuseTex.a = 0.0;
|
|
|
|
#endif
|
|
|
|
#endif
|
|
|
|