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#ifndef FILE_NORMAL_TEXTURE_GLSLLIB
#define FILE_NORMAL_TEXTURE_GLSLLIB
#ifdef QSSG_DEFINE_API
#include "luminance.glsllib"
#include "monoChannel.glsllib"
#include "textureCoordinateInfo.glsllib"
#define wrap_clamp 0
#define wrap_repeat 1
#define wrap_mirrored_repeat 2
#include "rotationTranslationScale.glsllib"
#include "transformCoordinate.glsllib"
#endif
//interpreting the color values of a bitmap as a vector in tangent space
vec3 tangentSpaceNormalTexture( in sampler2D tex, in float factor, in bool flipTangentU, in bool flipTangentV
, in texture_coordinate_info uvw, in vec2 cropU, in vec2 cropV, in int wrapU, in int wrapV )
{
// if we mirror repeat a tangent space texture, tangent space needs to be flipped for every other tile
bool flipU = flipTangentU;
bool flipV = flipTangentV;
if ( wrapU == wrap_mirrored_repeat )
{
if ( ( ( 0.0 < uvw.position.x ) && ( int( uvw.position.x ) % 2 == 1 ) )
|| ( ( uvw.position.x < 0.0 ) && ( int( uvw.position.x ) % 2 == 0 ) ) )
{
flipU = !flipU;
}
if ( ( ( 0.0 < uvw.position.y ) && ( int( uvw.position.y ) % 2 == 1 ) )
|| ( ( uvw.position.y < 0.0 ) && ( int( uvw.position.y ) % 2 == 0 ) ) )
{
flipV = !flipV;
}
}
vec3 tangent = 2.0 * texture( tex, uvw.position.xy ).xyz - 1.0;
vec3 tangentU = normalize( flipU ? -uvw.tangent_u : uvw.tangent_u );
vec3 tangentV = normalize( flipV ? -uvw.tangent_v : uvw.tangent_v );
vec3 normal = normalize( cross( tangentU, tangentV ) );
return( mix( normal, normalize( tangent.x * tangentU - tangent.y * tangentV + tangent.z * normal ), factor ) );
}
#include "textureCoordinateInfo.glsllib"
//Simpler version built to run from UIC image data
//In our case, we have already generated the texture coordinate x,y position
//TODO - figure out if we need to manipulate tangent_u, tangent_v.
vec3 defaultMaterialFileNormalTexture( in sampler2D sampler, in float factor, vec2 texCoord, vec3 tangent, vec3 binormal )
{
// factor should be in [0,1] range
return tangentSpaceNormalTexture( sampler, clamp(factor, 0.0, 1.0), false, false
, textureCoordinateInfo( vec3( texCoord.x, texCoord.y, 0.0 ), tangent, binormal )
, vec2( 0.000000, 1.000000 ), vec2( 0.000000, 1.000000 )
, wrap_repeat, wrap_repeat);
}
#endif