formatting
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@@ -30,7 +30,7 @@ float3 GetSurfaceNormal(float4 h, float bias)
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float bevelWidth = max(.01, _OutlineWidth+_BevelWidth);
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// Track outline
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// Track outline
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h -= .5;
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h /= bevelWidth;
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h = saturate(h+.5);
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@@ -49,7 +49,7 @@ float3 GetSurfaceNormal(float4 h, float bias)
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float3 GetSurfaceNormal(float2 uv, float bias, float3 delta)
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{
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// Read "height field"
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float4 h = {tex2D(_MainTex, uv - delta.xz).a,
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float4 h = {tex2D(_MainTex, uv - delta.xz).a,
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tex2D(_MainTex, uv + delta.xz).a,
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tex2D(_MainTex, uv - delta.zy).a,
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tex2D(_MainTex, uv + delta.zy).a};
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