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- #ifdef USE_NORMALMAP
- uniform sampler2D normalMap;
- uniform vec2 normalScale;
- // 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 q0 = dFdx( eye_pos.xyz );
- vec3 q1 = dFdy( eye_pos.xyz );
- vec2 st0 = dFdx( vUv.st );
- vec2 st1 = dFdy( vUv.st );
- vec3 S = normalize( q0 * st1.t - q1 * st0.t );
- vec3 T = normalize( -q0 * st1.s + q1 * st0.s );
- vec3 N = normalize( surf_norm );
- vec3 mapN = texture2D( normalMap, vUv ).xyz * 2.0 - 1.0;
- mapN.xy = normalScale * mapN.xy;
- mat3 tsn = mat3( S, T, N );
- return normalize( tsn * mapN );
- }
- #endif
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