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OpenMW/files/shaders/parallax.glsl

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