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glsl: fix heightmap orientation, black is low and white is high
there is only one heightmap standard: black is low and white is high xreal was doing white is low and black is high for heightmap in alpha channel of normal map but was doing black is low and white is high for heightmap in loose file which does not make sense in any way daemon seems to have been forked before the addition of shader keywords to support heightmap loose file so only heightmap in alpha channel is supported at this point
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