-" vec2 OffsetVector = normalize(EyeVector).xy * vec2(-1, 1);\n"
-" TexCoord += OffsetVector * (texture2D(Texture_Normal, TexCoord).w * OffsetMapping_Scale + OffsetMapping_Bias);\n"
-" TexCoord += OffsetVector * (texture2D(Texture_Normal, TexCoord).w * OffsetMapping_Scale + OffsetMapping_Bias);\n"
-" TexCoord += OffsetVector * (texture2D(Texture_Normal, TexCoord).w * OffsetMapping_Scale + OffsetMapping_Bias);\n"
-" TexCoord += OffsetVector * (texture2D(Texture_Normal, TexCoord).w * OffsetMapping_Scale + OffsetMapping_Bias);\n"
-"#endif\n"
-"\n"
-"#ifdef USECUBEFILTER\n"
-" // apply light cubemap filter\n"
-" LightColor *= vec3(textureCube(Texture_Cube, CubeVector));\n"
+" // this is 3 sample because of ATI Radeon 9500-9800/X300 limits\n"
+" vec2 OffsetVector = normalize(EyeVector).xy * vec2(-0.333, 0.333);\n"
+" vec2 TexCoordOffset = TexCoord + OffsetVector * (OffsetMapping_Bias + OffsetMapping_Scale * texture2D(Texture_Normal, TexCoord).w);\n"
+" TexCoordOffset += OffsetVector * (OffsetMapping_Bias + OffsetMapping_Scale * texture2D(Texture_Normal, TexCoordOffset).w);\n"
+" TexCoordOffset += OffsetVector * (OffsetMapping_Bias + OffsetMapping_Scale * texture2D(Texture_Normal, TexCoordOffset).w);\n"
+"#define TexCoord TexCoordOffset\n"