"\n"
"#line 2 0 \n"
"#line 1 2 \n"
-"const float k_motion_lerp_amount = 0.05;\n"
+"const float k_motion_lerp_amount = 0.01;\n"
"\n"
"#line 2 0 \n"
"\n"
"\n"
"void vs_motion_out( vec4 vproj0, vec4 vproj1 )\n"
"{\n"
+" // This magically solves some artifacting errors!\n"
+" //\n"
" vproj1 = vproj0*(1.0-k_motion_lerp_amount) + vproj1*k_motion_lerp_amount;\n"
"\n"
" aMotionVec0 = vec3( vproj0.xy, vproj0.w );\n"
"\n"
"#line 14 0 \n"
"#line 1 2 \n"
-"const float k_motion_lerp_amount = 0.05;\n"
+"const float k_motion_lerp_amount = 0.01;\n"
"\n"
"#line 2 0 \n"
"\n"
" \n"
" // Creating normal patches\n"
" vec3 modnorm = (wgarbage.rgb-0.4) * 1.4;\n"
-" vec3 qnorm = normalize(floor(aNorm*4.0+modnorm)*0.25) + vec3(0.001,0.0,0.0);\n"
-" vec2 dir = normalize(qnorm.xz);\n"
+" vec3 qnorm = floor(aNorm*4.0+modnorm)*0.25 + vec3(0.001,0.0,0.0);\n"
+" vec2 dir = qnorm.xz;\n"
" vec2 uvdiffuse = aCo.xz * 0.02;\n"
" uvdiffuse = mat2(dir.y, dir.x, -dir.x, dir.y) * uvdiffuse;\n"
" \n"