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bumpFragmentMainFunctions.fx
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#if defined(BUMP) || defined(CLEARCOAT_BUMP) || defined(ANISOTROPIC) || defined(DETAIL)
#if defined(TANGENT) && defined(NORMAL)
varying mat3 vTBN;
#endif
#ifdef OBJECTSPACE_NORMALMAP
uniform mat4 normalMatrix;
#if defined(WEBGL2) || defined(WEBGPU)
mat4 toNormalMatrix(mat4 wMatrix)
{
mat4 ret = inverse(wMatrix);
ret = transpose(ret);
ret[0][3] = 0.;
ret[1][3] = 0.;
ret[2][3] = 0.;
ret[3] = vec4(0., 0., 0., 1.);
return ret;
}
#else
mat4 toNormalMatrix(mat4 m)
{
float
a00 = m[0][0], a01 = m[0][1], a02 = m[0][2], a03 = m[0][3],
a10 = m[1][0], a11 = m[1][1], a12 = m[1][2], a13 = m[1][3],
a20 = m[2][0], a21 = m[2][1], a22 = m[2][2], a23 = m[2][3],
a30 = m[3][0], a31 = m[3][1], a32 = m[3][2], a33 = m[3][3],
b00 = a00 * a11 - a01 * a10,
b01 = a00 * a12 - a02 * a10,
b02 = a00 * a13 - a03 * a10,
b03 = a01 * a12 - a02 * a11,
b04 = a01 * a13 - a03 * a11,
b05 = a02 * a13 - a03 * a12,
b06 = a20 * a31 - a21 * a30,
b07 = a20 * a32 - a22 * a30,
b08 = a20 * a33 - a23 * a30,
b09 = a21 * a32 - a22 * a31,
b10 = a21 * a33 - a23 * a31,
b11 = a22 * a33 - a23 * a32,
det = b00 * b11 - b01 * b10 + b02 * b09 + b03 * b08 - b04 * b07 + b05 * b06;
mat4 mi = mat4(
a11 * b11 - a12 * b10 + a13 * b09,
a02 * b10 - a01 * b11 - a03 * b09,
a31 * b05 - a32 * b04 + a33 * b03,
a22 * b04 - a21 * b05 - a23 * b03,
a12 * b08 - a10 * b11 - a13 * b07,
a00 * b11 - a02 * b08 + a03 * b07,
a32 * b02 - a30 * b05 - a33 * b01,
a20 * b05 - a22 * b02 + a23 * b01,
a10 * b10 - a11 * b08 + a13 * b06,
a01 * b08 - a00 * b10 - a03 * b06,
a30 * b04 - a31 * b02 + a33 * b00,
a21 * b02 - a20 * b04 - a23 * b00,
a11 * b07 - a10 * b09 - a12 * b06,
a00 * b09 - a01 * b07 + a02 * b06,
a31 * b01 - a30 * b03 - a32 * b00,
a20 * b03 - a21 * b01 + a22 * b00) / det;
return mat4(mi[0][0], mi[1][0], mi[2][0], mi[3][0],
mi[0][1], mi[1][1], mi[2][1], mi[3][1],
mi[0][2], mi[1][2], mi[2][2], mi[3][2],
mi[0][3], mi[1][3], mi[2][3], mi[3][3]);
}
#endif
#endif
vec3 perturbNormalBase(mat3 cotangentFrame, vec3 normal, float scale)
{
#ifdef NORMALXYSCALE
normal = normalize(normal * vec3(scale, scale, 1.0));
#endif
return normalize(cotangentFrame * normal);
}
vec3 perturbNormal(mat3 cotangentFrame, vec3 textureSample, float scale)
{
return perturbNormalBase(cotangentFrame, textureSample * 2.0 - 1.0, scale);
}
// Thanks to http://www.thetenthplanet.de/archives/1180
mat3 cotangent_frame(vec3 normal, vec3 p, vec2 uv, vec2 tangentSpaceParams)
{
// get edge vectors of the pixel triangle
vec3 dp1 = dFdx(p);
vec3 dp2 = dFdy(p);
vec2 duv1 = dFdx(uv);
vec2 duv2 = dFdy(uv);
// solve the linear system
vec3 dp2perp = cross(dp2, normal);
vec3 dp1perp = cross(normal, dp1);
vec3 tangent = dp2perp * duv1.x + dp1perp * duv2.x;
vec3 bitangent = dp2perp * duv1.y + dp1perp * duv2.y;
// invert the tangent/bitangent if requested
tangent *= tangentSpaceParams.x;
bitangent *= tangentSpaceParams.y;
// construct a scale-invariant frame
float det = max(dot(tangent, tangent), dot(bitangent, bitangent));
float invmax = det == 0.0 ? 0.0 : inversesqrt(det);
return mat3(tangent * invmax, bitangent * invmax, normal);
}
#endif