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- uniform sampler2D image;
- uniform float strength;
- uniform vec2 repeat;
- czm_material czm_getMaterial(czm_materialInput materialInput)
- {
- czm_material material = czm_getDefaultMaterial(materialInput);
- vec2 st = materialInput.st;
-
- vec2 centerPixel = fract(repeat * st);
- float centerBump = texture2D(image, centerPixel).channel;
-
- float imageWidth = float(imageDimensions.x);
- vec2 rightPixel = fract(repeat * (st + vec2(1.0 / imageWidth, 0.0)));
- float rightBump = texture2D(image, rightPixel).channel;
-
- float imageHeight = float(imageDimensions.y);
- vec2 leftPixel = fract(repeat * (st + vec2(0.0, 1.0 / imageHeight)));
- float topBump = texture2D(image, leftPixel).channel;
-
- vec3 normalTangentSpace = normalize(vec3(centerBump - rightBump, centerBump - topBump, clamp(1.0 - strength, 0.1, 1.0)));
- vec3 normalEC = materialInput.tangentToEyeMatrix * normalTangentSpace;
-
- material.normal = normalEC;
- material.diffuse = vec3(0.01);
-
- return material;
- }
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