Scale Surface from NC (Normalized Coordinates) to strechted x.y.Plane * 10.
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@@ -109,7 +109,7 @@
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void main(void) {
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vec4 displace = texture2D(displace_map, v_uv);
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//calculate normal
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float gridPointDelta = 1. / 256.;
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float gridPointDelta = (1. / 256.);
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vec3 currPoint = vec3(0.0,0.0,displace.x);
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vec3 right = vec3(gridPointDelta,0.0,texture2D(displace_map,vec2(v_uv.x + gridPointDelta,v_uv.y)).x);
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vec3 left = vec3(-gridPointDelta,0.0,texture2D(displace_map,vec2(v_uv.x - gridPointDelta,v_uv.y)).x);
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