replace 1.0/sqrt() with inversesqrt()
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@@ -24,7 +24,7 @@ void main()
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float d, f;
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float d, f;
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d = p.x * p.x + p.y * p.y;
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d = p.x * p.x + p.y * p.y;
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f = 1.0 / sqrt(d + 1.0);
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f = inversesqrt(d + 1.0);
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if (d >= BumpSize)
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if (d >= BumpSize)
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{ p = vec2(0.0); f = 1.0; }
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{ p = vec2(0.0); f = 1.0; }
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