highp float floatX = float(x) + 0.5;
highp float floatY = float(y) + 0.5;
diff = weight * unnormalizeFactor * ( texture2D( sBlendShapeGeometry, vec2(floatX * invertBlendShapeWidth, floatY * invertBlendShapeHeight) ).xyz - 0.5 );
highp float floatX = float(x) + 0.5;
highp float floatY = float(y) + 0.5;
diff = weight * unnormalizeFactor * ( texture2D( sBlendShapeGeometry, vec2(floatX * invertBlendShapeWidth, floatY * invertBlendShapeHeight) ).xyz - 0.5 );