" RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.0625 - 0.03125);\n"
" return RT.xy;\n"
"#else\n"
-" // 3 sample offset mapping (only 3 samples because of ATI Radeon 9500-9800/X300 limits)\n"
+" // 2 sample offset mapping (only 2 samples because of ATI Radeon 9500-9800/X300 limits)\n"
" // this basically moves forward the full distance, and then backs up based\n"
" // on height of samples\n"
" //vec2 OffsetVector = vec2(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * vec2(-1, 1));\n"
" //vec2 OffsetVector = vec2(normalize(EyeVector.xy) * OffsetMapping_Scale * vec2(-1, 1));\n"
" vec2 OffsetVector = vec2(normalize(EyeVector).xy * OffsetMapping_Scale * vec2(-1, 1));\n"
" TexCoord += OffsetVector;\n"
-" OffsetVector *= 0.333;\n"
-" TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
+" OffsetVector *= 0.5;\n"
" TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
" TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
" return TexCoord;\n"