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- uniform sampler2D displacementMap;
- uniform highp float displacementSize;
- uniform highp vec4 displacementUV;
- varying highp vec2 displacementUVOut;
- void vertex() {
- displacementUVOut = mix(displacementUV.xy, displacementUV.zw, tCoord2);
- }
- void fragment() {
- highp vec4 displacementSample = texture2D(displacementMap, displacementUVOut);
- highp vec2 displacementValue = (displacementSample.xy - vec2(128.0 / 255.0)) / (1.0 - 128.0 / 255.0);
- COLOR = zTexture(UV + displacementValue * TEXTURE_PIXEL_SIZE * displacementSize * vec2(1.0, -1.0));
- COLOR.a *= displacementSample.a;
- }
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