#define PARALLAX_SCALE 0.04 #define PARALLAX_BIAS -0.02 vec2 getParallaxOffset(vec3 eyeDir, mat3 tbn, float height) { vec3 TSeyeDir = normalize((vec4(normalize(tbn * eyeDir),0)).xyz); return TSeyeDir.xy * ( height * PARALLAX_SCALE + PARALLAX_BIAS ); }