"#endif\n"
"\n"
"#ifdef USEOFFSETMAPPING\n"
-"float2 OffsetMapping(float2 TexCoord, float3 OffsetMapping_ScaleSteps, float3 EyeVector, sampler Texture_Normal, float2 dPdx, float2 dPdy)\n"
+"float2 OffsetMapping(float2 TexCoord, float4 OffsetMapping_ScaleSteps, float3 EyeVector, sampler Texture_Normal, float2 dPdx, float2 dPdy)\n"
"{\n"
" float i;\n"
"#ifdef USEOFFSETMAPPING_RELIEFMAPPING\n"
" OffsetVector *= OffsetMapping_ScaleSteps.z;\n"
" for(i = 1.0; i < OffsetMapping_ScaleSteps.y; ++i)\n"
" RT += OffsetVector * step(tex2Dgrad(Texture_Normal, RT.xy, dPdx, dPdy).a, RT.z);\n"
-" RT += OffsetVector * (step(tex2Dgrad(Texture_Normal, RT.xy, dPdx, dPdy).a, RT.z) - 0.5);\n"
-" RT += OffsetVector * (step(tex2Dgrad(Texture_Normal, RT.xy, dPdx, dPdy).a, RT.z) * 0.5 - 0.25);\n"
-" RT += OffsetVector * (step(tex2Dgrad(Texture_Normal, RT.xy, dPdx, dPdy).a, RT.z) * 0.25 - 0.125);\n"
-" RT += OffsetVector * (step(tex2Dgrad(Texture_Normal, RT.xy, dPdx, dPdy).a, RT.z) * 0.125 - 0.0625);\n"
-" RT += OffsetVector * (step(tex2Dgrad(Texture_Normal, RT.xy, dPdx, dPdy).a, RT.z) * 0.0625 - 0.03125);\n"
+" for(i = 0.0, f = 1.0; i < OffsetMapping_ScaleSteps.w; ++i, f *= 0.5)\n"
+" RT += OffsetVector * (step(tex2Dgrad(Texture_Normal, RT.xy, dPdx, dPdy).a, RT.z) * f - 0.5 * f);\n"
" return RT.xy;\n"
"#else\n"
" // 2 sample offset mapping (only 2 samples because of ATI Radeon 9500-9800/X300 limits)\n"
"uniform sampler Texture_SecondaryGloss : register(s6),\n"
"#endif\n"
"#ifdef USEOFFSETMAPPING\n"
-"uniform float3 OffsetMapping_ScaleSteps : register(c24),\n"
+"uniform float4 OffsetMapping_ScaleSteps : register(c24),\n"
"#endif\n"
"uniform half SpecularPower : register(c36),\n"
"#ifdef HLSL\n"
"#endif\n"
"\n"
"#ifdef USEOFFSETMAPPING\n"
-"uniform float3 OffsetMapping_ScaleSteps : register(c24),\n"
+"uniform float4 OffsetMapping_ScaleSteps : register(c24),\n"
"#endif\n"
"\n"
"#ifdef USEDEFERREDLIGHTMAP\n"
" color.rgb += half3(offsetMappedTexture2D(Texture_Pants).rgb) * Color_Pants + half3(offsetMappedTexture2D(Texture_Shirt).rgb) * Color_Shirt;\n"
"#endif\n"
"#ifdef USEVERTEXTEXTUREBLEND\n"
+"#ifdef USEBOTHALPHAS\n"
+" half4 color2 = half4(tex2D(Texture_SecondaryColor, TexCoord2));\n"
+" half terrainblend = clamp(half(gl_FrontColor.a) * color.a, half(1.0 - color2.a), half(1.0));\n"
+" color.rgb = lerp(color2.rgb, color.rgb, terrainblend);\n"
+"#else\n"
" half terrainblend = clamp(half(gl_FrontColor.a) * color.a * 2.0 - 0.5, half(0.0), half(1.0));\n"
" //half terrainblend = min(half(gl_FrontColor.a) * color.a * 2.0, half(1.0));\n"
" //half terrainblend = half(gl_FrontColor.a) * color.a > 0.5;\n"
" color.a = 1.0;\n"
" //color = half4(lerp(float4(1, 0, 0, 1), color, terrainblend));\n"
"#endif\n"
+"#endif\n"
"\n"
" // get the surface normal\n"
"#ifdef USEVERTEXTEXTUREBLEND\n"