// use a scale of 0.05, try bias of 0 for nowfloat height = texture2D(heightMap, gl_TexCoord[0]).r - bias;float offset = scale * (2.0 * height - 1.0);vec2 newTexCoord = gl_TexCoord[0].st + viewVector.xy * height;
My shader does something to that affect.
Hope that helps