 		
 		float uv_N_n_hat = (kk*dx*t2);
 		float uv_N_n = floor(uv_N_n_hat);
-		float uu_N_n = (kk*dx*t1);
-			
+		
+		
+		float uu_N_n_hat = (kk*dx*t1);
+		float uu_N_n = floor(uu_N_n_hat);
+
 		float uu_N_base = uu_N_n - neighborRadius;
 		float uv_N_base = uv_N_n - neighborRadius;
 		

	float comp_sigma = sigma_f_pix;
	sigma_f_pix *= sigma_f_pix;
	sigma_f_pix *= 2.0;
	
	
	for(float iter = 0; iter < iterMax; iter = iter + 1.0){
		

	if(brdf.z < 0.0 ) brdf.z = 0.0;
	brdf.w = 1.0;
	
	brdf =  brdf*10000.0*gainF(_k1, _k2)*shadowF;
	brdf.xyz = getBRDF_RGB_T_D65(M_Adobe_XRNew, brdf.xyz);
	
	
