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2025-08-13 15:03:01 +03:00

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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;
}