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- dx = ddx(WorldPosition.x)
- dy = ddy(WorldPosition.y)
- dz/dx = ddx(height) / dx
- dz/dy = ddy(height) / dy
- let Tan(theta) = dz / dx
- let Tan(phi) = dz / dy
- sin(phi)
- -sin(theta)cos(phi)
- cos(theta)cos(phi)
- TopLeft = Texture[uv + (-small, -small)]
- TopRight = Texture[uv + (small, -small)] + (2.0 * small * world unit converter, 0, 0)
- BottomLeft = Texture[uv + (-small, small)] + (0, 2.0 * small * world unit converter, 0)
- v1 = TopRight - TopLeft
- v2 = BottomLeft - TopLeft
- n = cross(v1, v2)
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