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Normalmap sampling inside ParallaxMapping function
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@@ -134,7 +134,7 @@ vec2 ParallaxMapping(vec2 f_coord, vec3 viewDir)
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return finalTexCoords;
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#else
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float height = normal_map.b;
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float height = texture(normalmap, f_coord).b;
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vec2 p = viewDir.xy / viewDir.z * (height * (param[2].z - param[2].w) * 0.2);
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return f_coord - p;
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#endif
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