Tweaked ClipMap
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@ -54,7 +54,7 @@ vec3 heightMapDirection( sampler2D terrain, vec2 terrainUV, vec2 kernelSize, flo
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float hD = texture( terrain, terrainUV - vec2( 0, kernelSize.y ) ).r * normalScale;
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float hU = texture( terrain, terrainUV + vec2( 0, kernelSize.y ) ).r * normalScale;
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return vec3( hL - hR, hD - hU, 2.0 );
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return vec3( hL - hR, 2.0, hD - hU );
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}
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vec3 heightMapNormal( sampler2D terrain, vec2 terrainUV, vec2 kernelSize, float normalScale )
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