Not that I ever liked copy-n-paste programming it is sometimes useful when doing shader programming as you occasionally hit those nuggets of magical mathematical goodness that just don't seem to make any sense yet produce the correct results...
So my hybrid Relief Mapping / Steep Parallax Mapping / Parallax Occlusion Mapping shader is mostly finished now. Although there is one issue still outstanding...
Anyway, point of this entry... my implementation generates the same image as ATI's ParrallaxOcclusionMapping demo from the DirectX SDK. ATI's code takes 57 instruction slots and mine takes 52 [razz][razz]