"\n"
"#ifdef USEOFFSETMAPPING\n"
"uniform mediump vec4 OffsetMapping_ScaleSteps;\n"
+"uniform mediump float OffsetMapping_Bias;\n"
"#ifdef USEOFFSETMAPPING_LOD\n"
"uniform mediump float OffsetMapping_LodDistance;\n"
"#endif\n"
" //vec3 OffsetVector = vec3(EyeVectorFogDepth.xy * ((1.0 / EyeVectorFogDepth.z) * ScaleSteps.x) * vec2(-1, 1), -1);\n"
" //vec3 OffsetVector = vec3(normalize(EyeVectorFogDepth.xy) * ScaleSteps.x * vec2(-1, 1), -1);\n"
" vec3 OffsetVector = vec3(normalize(EyeVectorFogDepth.xyz).xy * ScaleSteps.x * vec2(-1, 1), -1);\n"
-" vec3 RT = vec3(TexCoord, 1);\n"
+" vec3 RT = vec3(vec2(TexCoord.xy - OffsetVector.xy*OffsetMapping_Bias), 1);\n"
" OffsetVector *= ScaleSteps.z;\n"
" for(i = 1.0; i < ScaleSteps.y; ++i)\n"
" RT += OffsetVector * step(dp_textureGrad(Texture_Normal, RT.xy, dPdx, dPdy).a, RT.z);\n"
" //vec2 OffsetVector = vec2(EyeVectorFogDepth.xy * ((1.0 / EyeVectorFogDepth.z) * ScaleSteps.x) * vec2(-1, 1));\n"
" //vec2 OffsetVector = vec2(normalize(EyeVectorFogDepth.xy) * ScaleSteps.x * vec2(-1, 1));\n"
" vec2 OffsetVector = vec2(normalize(EyeVectorFogDepth.xyz).xy * ScaleSteps.x * vec2(-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 - dp_textureGrad(Texture_Normal, TexCoord, dPdx, dPdy).a);\n"