// Do not edit. import { ShaderStore } from "../../Engines/shaderStore.js"; const name = "bumpFragment"; const shader = `vec2 uvOffset=vec2(0.0,0.0); #if defined(BUMP) || defined(PARALLAX) || defined(DETAIL) #ifdef NORMALXYSCALE float normalScale=1.0; #elif defined(BUMP) float normalScale=vBumpInfos.y; #else float normalScale=1.0; #endif #if defined(TANGENT) && defined(NORMAL) mat3 TBN=vTBN; #elif defined(BUMP) vec2 TBNUV=gl_FrontFacing ? vBumpUV : -vBumpUV;mat3 TBN=cotangent_frame(normalW*normalScale,vPositionW,TBNUV,vTangentSpaceParams); #else vec2 TBNUV=gl_FrontFacing ? vDetailUV : -vDetailUV;mat3 TBN=cotangent_frame(normalW*normalScale,vPositionW,TBNUV,vec2(1.,1.)); #endif #elif defined(ANISOTROPIC) #if defined(TANGENT) && defined(NORMAL) mat3 TBN=vTBN; #else vec2 TBNUV=gl_FrontFacing ? vMainUV1 : -vMainUV1;mat3 TBN=cotangent_frame(normalW,vPositionW,TBNUV,vec2(1.,1.)); #endif #endif #ifdef PARALLAX mat3 invTBN=transposeMat3(TBN); #ifdef PARALLAXOCCLUSION uvOffset=parallaxOcclusion(invTBN*-viewDirectionW,invTBN*normalW,vBumpUV,vBumpInfos.z); #else uvOffset=parallaxOffset(invTBN*viewDirectionW,vBumpInfos.z); #endif #endif #ifdef DETAIL vec4 detailColor=texture2D(detailSampler,vDetailUV+uvOffset);vec2 detailNormalRG=detailColor.wy*2.0-1.0;float detailNormalB=sqrt(1.-saturate(dot(detailNormalRG,detailNormalRG)));vec3 detailNormal=vec3(detailNormalRG,detailNormalB); #endif #ifdef BUMP #ifdef OBJECTSPACE_NORMALMAP #define CUSTOM_FRAGMENT_BUMP_FRAGMENT normalW=normalize(texture2D(bumpSampler,vBumpUV).xyz *2.0-1.0);normalW=normalize(mat3(normalMatrix)*normalW); #elif !defined(DETAIL) normalW=perturbNormal(TBN,texture2D(bumpSampler,vBumpUV+uvOffset).xyz,vBumpInfos.y); #else vec3 bumpNormal=texture2D(bumpSampler,vBumpUV+uvOffset).xyz*2.0-1.0; #if DETAIL_NORMALBLENDMETHOD==0 detailNormal.xy*=vDetailInfos.z;vec3 blendedNormal=normalize(vec3(bumpNormal.xy+detailNormal.xy,bumpNormal.z*detailNormal.z)); #elif DETAIL_NORMALBLENDMETHOD==1 detailNormal.xy*=vDetailInfos.z;bumpNormal+=vec3(0.0,0.0,1.0);detailNormal*=vec3(-1.0,-1.0,1.0);vec3 blendedNormal=bumpNormal*dot(bumpNormal,detailNormal)/bumpNormal.z-detailNormal; #endif normalW=perturbNormalBase(TBN,blendedNormal,vBumpInfos.y); #endif #elif defined(DETAIL) detailNormal.xy*=vDetailInfos.z;normalW=perturbNormalBase(TBN,detailNormal,vDetailInfos.z); #endif `; // Sideeffect ShaderStore.IncludesShadersStore[name] = shader; /** @internal */ export const bumpFragment = { name, shader }; //# sourceMappingURL=bumpFragment.js.map