Add existing to tracked
This commit is contained in:
+29
@@ -0,0 +1,29 @@
|
||||
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 = texture(image, centerPixel).channel;
|
||||
|
||||
float imageWidth = float(imageDimensions.x);
|
||||
vec2 rightPixel = fract(repeat * (st + vec2(1.0 / imageWidth, 0.0)));
|
||||
float rightBump = texture(image, rightPixel).channel;
|
||||
|
||||
float imageHeight = float(imageDimensions.y);
|
||||
vec2 leftPixel = fract(repeat * (st + vec2(0.0, 1.0 / imageHeight)));
|
||||
float topBump = texture(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;
|
||||
}
|
||||
Reference in New Issue
Block a user