#define PARALLAX_SCALE 0.04 #define PARALLAX_BIAS -0.02 vec2 getParallaxOffset(vec3 eyeDir, mat3 tbnTranspose, float height, float flipY) { vec3 TSeyeDir = normalize(eyeDir * tbnTranspose); return vec2(TSeyeDir.x, TSeyeDir.y * flipY) * ( height * PARALLAX_SCALE + PARALLAX_BIAS ); }