-"#elif 0\n"
-" // 10 sample offset mapping\n"
-" //vec2 OffsetVector = vec2(EyeVector.xy * (1.0 / EyeVector.z) * depthbias) * OffsetMapping_Scale * vec2(-0.333, 0.333);\n"
-" //vec2 OffsetVector = vec2(normalize(EyeVector.xy)) * OffsetMapping_Scale * vec2(-0.333, 0.333);\n"
-" vec2 OffsetVector = vec2(eyedir.xy) * OffsetMapping_Scale * vec2(-0.1, 0.1);\n"
-" //TexCoord += OffsetVector * 3.0;\n"
-" TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
-" TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
-" TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
-" TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
-" TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
-" TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
-" TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
-" TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
-" TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
-" TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
-"#elif 1\n"
-" // parallax mapping as described in the paper\n"
-" // 'Parallax Mapping with Offset Limiting: A Per-Pixel Approximation of Uneven Surfaces' by Terry Welsh\n"
-" // The paper provides code in the ARB fragment program assembly language\n"
-" // I translated it to GLSL but may have done something wrong - SavageX\n"
-" // LordHavoc: removed bias and simplified to one line\n"
-" // LordHavoc: this is just a single sample offsetmapping...\n"
-" TexCoordOffset += vec2(eyedir.x, -1.0 * eyedir.y) * OffsetMapping_Scale * texture2D(Texture_Normal, TexCoord).a;\n"
-"#else\n"
-" // parallax mapping as described in the paper\n"
-" // 'Parallax Mapping with Offset Limiting: A Per-Pixel Approximation of Uneven Surfaces' by Terry Welsh\n"
-" // The paper provides code in the ARB fragment program assembly language\n"
-" // I translated it to GLSL but may have done something wrong - SavageX\n"
-" float height = texture2D(Texture_Normal, TexCoord).a;\n"
-" height = (height - 0.5) * OffsetMapping_Scale; // bias and scale\n"
-" TexCoordOffset += height * vec2(eyedir.x, -1.0 * eyedir.y);\n"