SourceTermAnalysisSystem_vue/node_modules/@cesium/engine/Source/Shaders/Materials/BumpMapMaterial.glsl
2026-05-15 10:22:44 +08:00

30 lines
995 B
GLSL

uniform sampler2D image;
uniform float strength;
uniform vec2 repeat;
czm_material czm_getMaterial(czm_materialInput materialInput)
{
czm_material material = czm_getDefaultMaterial(materialInput);
vec2 st = materialInput.st;
vec2 centerPixel = fract(repeat * st);
float centerBump = texture(image, centerPixel).channel;
float imageWidth = float(imageDimensions.x);
vec2 rightPixel = fract(repeat * (st + vec2(1.0 / imageWidth, 0.0)));
float rightBump = texture(image, rightPixel).channel;
float imageHeight = float(imageDimensions.y);
vec2 leftPixel = fract(repeat * (st + vec2(0.0, 1.0 / imageHeight)));
float topBump = texture(image, leftPixel).channel;
vec3 normalTangentSpace = normalize(vec3(centerBump - rightBump, centerBump - topBump, clamp(1.0 - strength, 0.1, 1.0)));
vec3 normalEC = materialInput.tangentToEyeMatrix * normalTangentSpace;
material.normal = normalEC;
material.diffuse = vec3(0.01);
return material;
}