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- export default /* glsl */`
- #ifdef USE_NORMALMAP
- uniform sampler2D normalMap;
- uniform vec2 normalScale;
- #endif
- #ifdef OBJECTSPACE_NORMALMAP
- uniform mat3 normalMatrix;
- #endif
- #if ! defined ( USE_TANGENT ) && ( defined ( TANGENTSPACE_NORMALMAP ) || defined ( USE_CLEARCOAT_NORMALMAP ) )
- // Per-Pixel Tangent Space Normal Mapping
- // http://hacksoflife.blogspot.ch/2009/11/per-pixel-tangent-space-normal-mapping.html
- vec3 perturbNormal2Arb( vec3 eye_pos, vec3 surf_norm, vec3 mapN ) {
- // Workaround for Adreno 3XX dFd*( vec3 ) bug. See #9988
- vec3 q0 = vec3( dFdx( eye_pos.x ), dFdx( eye_pos.y ), dFdx( eye_pos.z ) );
- vec3 q1 = vec3( dFdy( eye_pos.x ), dFdy( eye_pos.y ), dFdy( eye_pos.z ) );
- vec2 st0 = dFdx( vUv.st );
- vec2 st1 = dFdy( vUv.st );
- float scale = sign( st1.t * st0.s - st0.t * st1.s ); // we do not care about the magnitude
- vec3 S = normalize( ( q0 * st1.t - q1 * st0.t ) * scale );
- vec3 T = normalize( ( - q0 * st1.s + q1 * st0.s ) * scale );
- vec3 N = normalize( surf_norm );
- #ifdef DOUBLE_SIDED
- // Workaround for Adreno GPUs gl_FrontFacing bug. See #15850 and #10331
- bool frontFacing = dot( cross( S, T ), N ) > 0.0;
- mapN.xy *= ( float( frontFacing ) * 2.0 - 1.0 );
- #else
- mapN.xy *= ( float( gl_FrontFacing ) * 2.0 - 1.0 );
- #endif
- mat3 tsn = mat3( S, T, N );
- return normalize( tsn * mapN );
- }
- #endif
- `;
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