if (RT.z > texture2D(Texture_Height, RT.xy).r) RT += OffsetVector;
if (RT.z > texture2D(Texture_Height, RT.xy).r) RT += OffsetVector;
if (RT.z > texture2D(Texture_Height, RT.xy).r) RT += OffsetVector;
if (RT.z > texture2D(Texture_Height, RT.xy).r) RT += OffsetVector;
if (RT.z > texture2D(Texture_Height, RT.xy).r) RT += OffsetVector;
if (RT.z > texture2D(Texture_Height, RT.xy).r) RT += OffsetVector;
if (RT.z > texture2D(Texture_Height, RT.xy).r) RT += OffsetVector;
if (RT.z > texture2D(Texture_Height, RT.xy).r) RT += OffsetVector;
if (RT.z > texture2D(Texture_Height, RT.xy).r) RT += OffsetVector;
if (RT.z > texture2D(Texture_Height, RT.xy).r) RT += OffsetVector;
if (RT.z > texture2D(Texture_Height, RT.xy).r) RT += OffsetVector;
if (RT.z > texture2D(Texture_Height, RT.xy).r) RT += OffsetVector;
if (RT.z > texture2D(Texture_Height, RT.xy).r) RT += OffsetVector;
if (RT.z > texture2D(Texture_Height, RT.xy).r) RT += OffsetVector;
if (RT.z > texture2D(Texture_Height, RT.xy).r) RT += OffsetVector;OffsetVector *= 0.5;RT -= OffsetVector;
if (RT.z > texture2D(Texture_Height, RT.xy).r) RT += OffsetVector;OffsetVector *= 0.5;RT -= OffsetVector;
if (RT.z > texture2D(Texture_Height, RT.xy).r) RT += OffsetVector;OffsetVector *= 0.5;RT -= OffsetVector;
if (RT.z > texture2D(Texture_Height, RT.xy).r) RT += OffsetVector;OffsetVector *= 0.5;RT -= OffsetVector;
if (RT.z > texture2D(Texture_Height, RT.xy).r) RT += OffsetVector;OffsetVector *= 0.5;RT -= OffsetVector;
if (RT.z > texture2D(Texture_Height, RT.xy).r) RT += OffsetVector;OffsetVector *= 0.5;RT -= OffsetVector;
if (RT.z > texture2D(Texture_Height, RT.xy).r) RT += OffsetVector;OffsetVector *= 0.5;RT -= OffsetVector;
if (RT.z > texture2D(Texture_Height, RT.xy).r) RT += OffsetVector;OffsetVector *= 0.5;RT -= OffsetVector;
if (RT.z > texture2D(Texture_Height, RT.xy).r) RT += OffsetVector;OffsetVector *= 0.5;RT -= OffsetVector;
if (RT.z > texture2D(Texture_Height, RT.xy).r) RT += OffsetVector;OffsetVector *= 0.5;RT -= OffsetVector;
if (RT.z > texture2D(Texture_Height, RT.xy).r) RT += OffsetVector;OffsetVector *= 0.5;RT -= OffsetVector;
if (RT.z > texture2D(Texture_Height, RT.xy).r) RT += OffsetVector;OffsetVector *= 0.5;RT -= OffsetVector;
if (RT.z > texture2D(Texture_Height, RT.xy).r) RT += OffsetVector;OffsetVector *= 0.5;RT -= OffsetVector;
if (RT.z > texture2D(Texture_Height, RT.xy).r) RT += OffsetVector;OffsetVector *= 0.5;RT -= OffsetVector;
if (RT.z > texture2D(Texture_Height, RT.xy).r) RT += OffsetVector;OffsetVector *= 0.5;RT -= OffsetVector;
if (RT.z > texture2D(Texture_Height, RT.xy).r) RT += OffsetVector;OffsetVector *= 0.5;RT -= OffsetVector;
if (RT.z > texture2D(Texture_Height, RT.xy).r) RT += OffsetVector;OffsetVector *= 0.5;RT -= OffsetVector;
if (RT.z > texture2D(Texture_Height, RT.xy).r) RT += OffsetVector;OffsetVector *= 0.5;RT -= OffsetVector;
TexCoord = RT.xy;