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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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