@@ -39,7 +39,7 @@
<body>
<div id="info">
- <a href="http://threejs.org" target="_blank" rel="noopener">three.js</a> - webgl bump mapping without tangents using <a href="http://mmikkelsen3d.blogspot.sk/2011/07/derivative-maps.html">Morten Mikkelsen's</a> method -
+ <a href="http://threejs.org" target="_blank" rel="noopener">three.js</a> - webgl bump mapping without tangents -
<a href="http://graphics.cs.williams.edu/data/meshes.xml#14" target="_blank" rel="noopener">Lee Perry-Smith</a> head
</div>
@@ -36,7 +36,7 @@
- <a href="http://threejs.org" target="_blank" rel="noopener">three.js</a> - webgl simple single-pass skin material with <a href="http://mmikkelsen3d.blogspot.sk/2011/07/derivative-maps.html">tangent-less bump mapping</a> -
+ <a href="http://threejs.org" target="_blank" rel="noopener">three.js</a> - webgl simple, single-pass, skin material with tangent-less bump mapping</a> -
@@ -3,8 +3,8 @@
uniform sampler2D bumpMap;
uniform float bumpScale;
- // Derivative maps - bump mapping unparametrized surfaces by Morten Mikkelsen
- // http://mmikkelsen3d.blogspot.sk/2011/07/derivative-maps.html
+ // Bump Mapping Unparametrized Surfaces on the GPU by Morten S. Mikkelsen
+ // http://api.unrealengine.com/attachments/Engine/Rendering/LightingAndShadows/BumpMappingWithoutTangentSpace/mm_sfgrad_bump.pdf
// Evaluate the derivative of the height w.r.t. screen-space using forward differencing (listing 2)