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void node_displacement_object(float height, float midlevel, float scale, vec3 N, out vec3 result)
{
N = transform_direction(ModelMatrix, N);
result = (height - midlevel) * scale * normalize(N);
/* Apply object scale and orientation. */
result = transform_direction(ModelMatrix, result);
}
void node_displacement_world(float height, float midlevel, float scale, vec3 N, out vec3 result)
{
result = (height - midlevel) * scale * normalize(N);
}
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