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@@ -16,14 +16,14 @@
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vec3 eyeDir = normalize(vViewDir).xyz;
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- float nMinSamples = 6;
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- float nMaxSamples = 1000 * parallaxScale;
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+ float nMinSamples = 6.0;
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+ float nMaxSamples = 1000.0 * parallaxScale;
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float nNumSamples = mix( nMinSamples, nMaxSamples, 1.0 - eyeDir.z ); //In reference shader: int nNumSamples = (int)(lerp( nMinSamples, nMaxSamples, dot( eyeDirWS, N ) ));
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float fStepSize = 1.0 / nNumSamples;
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float fCurrHeight = 0.0;
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float fPrevHeight = 1.0;
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float fNextHeight = 0.0;
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- float nStepIndex = 0;
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+ float nStepIndex = 0.0;
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vec2 vTexOffsetPerStep = fStepSize * vParallaxOffsetTS;
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vec2 vTexCurrentOffset = texCoord;
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float fCurrentBound = 1.0;
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