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This implements a new anti-tiling method. The UV is moved around a point (UV+0.5). The result is jittered/dithered and less chaotic than the old broken rotation. Obviously no anti-tiling is made for every texture.
I removed 'noise3' and used the textures alpha to blend the domain transitions. This is because the noise blending looked messy when blending two or more of the same texture together.
I also removed normal map rotation as it is redundant because nothing is rotated anymore.
Closes(?) #145
Fixes #201