Fix a shader glitch I left in when removing conditional defines. Fixes #3119 .
We ought to add more anisotropic filtering on normal textures with parallax too or it breaks the effect too quickly. This was SVN commit r16821.
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@ -129,7 +129,7 @@ void main()
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float height = 1.0;
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float scale = effectSettings.z;
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int iter = int(min(30, 70.0/dist));
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int iter = int(min(20, 25.0 - dist/10.0));
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if (iter > 0.01)
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{
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