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| |
| float calcRGBAvg(in vec4 rgba) |
| { |
| return (rgba.r + rgba.g + rgba.b) / 3.0; |
| } |
| |
| vec3 defaultMaterialBumpNoLod(in sampler2D sampler, in float factor, |
| in vec2 texCoord, in vec3 tangent, in vec3 binormal, |
| in vec3 normal, in vec2 bumpSize) |
| { |
| // invert factor |
| float invFactor = -factor; |
| |
| vec2 unitStep = 1.0 / bumpSize; |
| |
| float du = calcRGBAvg(texture2D(sampler, vec2(texCoord.x + unitStep.x, texCoord.y))) |
| - calcRGBAvg(texture2D(sampler, vec2(texCoord.x, texCoord.y))); |
| float dv = calcRGBAvg(texture2D(sampler, vec2(texCoord.x, texCoord.y + unitStep.y))) |
| - calcRGBAvg(texture2D(sampler, vec2(texCoord.x, texCoord.y))); |
| |
| vec3 n = normalize(vec3(invFactor * du, invFactor * dv, 1.0)); |
| n = n.x * normalize(tangent) + n.y * normalize(binormal) + n.z * normal; |
| return normalize(normal + n); |
| } |