"#endif\n"
"\n"
"#ifdef USEOFFSETMAPPING\n"
-"float2 OffsetMapping(float2 TexCoord, float4 OffsetMapping_ScaleSteps, float OffsetMapping_LodDistance, float3 EyeVector, sampler Texture_Normal, float2 dPdx, float2 dPdy)\n"
+"float2 OffsetMapping(float2 TexCoord, float4 OffsetMapping_ScaleSteps, float OffsetMapping_Bias, float OffsetMapping_LodDistance, float3 EyeVector, sampler Texture_Normal, float2 dPdx, float2 dPdy)\n"
"{\n"
" float i;\n"
" // distance-based LOD\n"
" //float3 OffsetVector = float3(EyeVector.xy * ((1.0 / EyeVector.z) * ScaleSteps.x) * float2(-1, 1), -1);\n"
" //float3 OffsetVector = float3(normalize(EyeVector.xy) * ScaleSteps.x * float2(-1, 1), -1);\n"
" float3 OffsetVector = float3(normalize(EyeVector).xy * ScaleSteps.x * float2(-1, 1), -1);\n"
-" float3 RT = float3(TexCoord, 1);\n"
+" float3 RT = float3(float2(TexCoord.xy - OffsetVector.xy*OffsetMapping_Bias), 1);\n"
" OffsetVector *= ScaleSteps.z;\n"
" for(i = 1.0; i < ScaleSteps.y; ++i)\n"
" RT += OffsetVector * step(tex2Dgrad(Texture_Normal, RT.xy, dPdx, dPdy).a, RT.z);\n"
" //float2 OffsetVector = float2(EyeVector.xy * ((1.0 / EyeVector.z) * ScaleSteps.x) * float2(-1, 1));\n"
" //float2 OffsetVector = float2(normalize(EyeVector.xy) * ScaleSteps.x * float2(-1, 1));\n"
" float2 OffsetVector = float2(normalize(EyeVector).xy * ScaleSteps.x * float2(-1, 1));\n"
+" TexCoord.xy = TexCoord.xy - OffsetVector.xy*OffsetMapping_Bias;\n"
" OffsetVector *= ScaleSteps.z;\n"
" for(i = 0.0; i < ScaleSteps.y; ++i)\n"
" TexCoord += OffsetVector * (1.0 - tex2Dgrad(Texture_Normal, TexCoord, dPdx, dPdy).a);\n"
"#ifdef USEOFFSETMAPPING\n"
"uniform float4 OffsetMapping_ScaleSteps : register(c24),\n"
"uniform float4 OffsetMapping_LodDistance : register(c53),\n"
+"uniform float OffsetMapping_Bias : register(c54),\n"
"#endif\n"
"uniform half SpecularPower : register(c36),\n"
"#ifdef HLSL\n"
" // apply offsetmapping\n"
" float2 dPdx = ddx(TexCoord);\n"
" float2 dPdy = ddy(TexCoord);\n"
-" float2 TexCoordOffset = OffsetMapping(TexCoord, OffsetMapping_ScaleSteps, OffsetMapping_LodDistance, EyeVector, Texture_Normal, dPdx, dPdy);\n"
+" float2 TexCoordOffset = OffsetMapping(TexCoord, OffsetMapping_ScaleSteps, OffsetMapping_Bias, OffsetMapping_LodDistance, EyeVector, Texture_Normal, dPdx, dPdy);\n"
"# define offsetMappedTexture2D(t) tex2Dgrad(t, TexCoordOffset, dPdx, dPdy)\n"
"#else\n"
"# define offsetMappedTexture2D(t) tex2D(t, TexCoord)\n"
"\n"
"#ifdef USEOFFSETMAPPING\n"
"uniform float4 OffsetMapping_ScaleSteps : register(c24),\n"
+"uniform float OffsetMapping_Bias : register(c54),\n"
"#endif\n"
"\n"
"#ifdef USEDEFERREDLIGHTMAP\n"
" // apply offsetmapping\n"
" float2 dPdx = ddx(TexCoord);\n"
" float2 dPdy = ddy(TexCoord);\n"
-" float2 TexCoordOffset = OffsetMapping(TexCoord, OffsetMapping_ScaleSteps, OffsetMapping_LodDistance, EyeVector, Texture_Normal, dPdx, dPdy);\n"
+" float2 TexCoordOffset = OffsetMapping(TexCoord, OffsetMapping_ScaleSteps, OffsetMapping_Bias, OffsetMapping_LodDistance, EyeVector, Texture_Normal, dPdx, dPdy);\n"
"# define offsetMappedTexture2D(t) tex2Dgrad(t, TexCoordOffset, dPdx, dPdy)\n"
"#else\n"
"# define offsetMappedTexture2D(t) tex2D(t, TexCoord)\n"