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- //This file is automatically rebuilt by the Cesium build process.
- /*global define*/
- define(function() {
- "use strict";
- return "uniform sampler2D image;\n\
- uniform float strength;\n\
- uniform vec2 repeat;\n\
- \n\
- czm_material czm_getMaterial(czm_materialInput materialInput)\n\
- {\n\
- czm_material material = czm_getDefaultMaterial(materialInput);\n\
- \n\
- vec2 st = materialInput.st;\n\
- \n\
- vec2 centerPixel = fract(repeat * st);\n\
- float centerBump = texture2D(image, centerPixel).channel;\n\
- \n\
- float imageWidth = float(imageDimensions.x);\n\
- vec2 rightPixel = fract(repeat * (st + vec2(1.0 / imageWidth, 0.0)));\n\
- float rightBump = texture2D(image, rightPixel).channel;\n\
- \n\
- float imageHeight = float(imageDimensions.y);\n\
- vec2 leftPixel = fract(repeat * (st + vec2(0.0, 1.0 / imageHeight)));\n\
- float topBump = texture2D(image, leftPixel).channel;\n\
- \n\
- vec3 normalTangentSpace = normalize(vec3(centerBump - rightBump, centerBump - topBump, clamp(1.0 - strength, 0.1, 1.0)));\n\
- vec3 normalEC = materialInput.tangentToEyeMatrix * normalTangentSpace;\n\
- \n\
- material.normal = normalEC;\n\
- material.diffuse = vec3(0.01);\n\
- \n\
- return material;\n\
- }";
- });
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