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@@ -802,8 +802,8 @@ synthesize_shader(const RenderState *rs) {
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}
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if (_map_index_height >= 0) {
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text << "\t float3 eyedir = mspos_view.xyz - vtx_position.xyz;\n";
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- text << "\t l_eyevec.x = dot(vtx_tangent" << _map_index_height << ".xyz, eyedir);\n";
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- text << "\t l_eyevec.y = dot(vtx_binormal" << _map_index_height << ".xyz, eyedir);\n";
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+ text << "\t l_eyevec.x = dot(vtx_" << tangent_input << ".xyz, eyedir);\n";
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+ text << "\t l_eyevec.y = dot(vtx_" << binormal_input << ".xyz, eyedir);\n";
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text << "\t l_eyevec.z = dot(vtx_normal.xyz, eyedir);\n";
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text << "\t l_eyevec = normalize(l_eyevec);\n";
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}
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