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- #if defined(CUSTOM_BUMP_MAP_ENABLED) && CUSTOM_BUMP_MAP_ENABLED > 0
-
- #if CUSTOM_BUMP_MAP_BICUBIC > 0 // from http://www.java-gaming.org/index.php?topic=35123.0
- vec4 cubic_cb(float v){
- vec4 n = vec4(1.0, 2.0, 3.0, 4.0) - v;
- vec4 s = n * n * n;
- float x = s.x;
- float y = s.y - 4.0 * s.x;
- float z = s.z - 4.0 * s.y + 6.0 * s.x;
- float w = 6.0 - x - y - z;
- return vec4(x, y, z, w) * (1.0/6.0);
- }
-
- vec4 textureBicubic_cb(sampler2D sampler, vec2 texCoords){
-
- vec2 texSize = vec2(textureSize(sampler, 0));
- vec2 invTexSize = 1.0 / texSize;
-
- texCoords = texCoords * texSize - 0.5;
-
- vec2 fxy = fract(texCoords);
- texCoords -= fxy;
-
- vec4 xcubic = cubic_cb(fxy.x);
- vec4 ycubic = cubic_cb(fxy.y);
-
- vec4 c = texCoords.xxyy + vec2 (-0.5, +1.5).xyxy;
-
- vec4 s = vec4(xcubic.xz + xcubic.yw, ycubic.xz + ycubic.yw);
- vec4 offset = c + vec4 (xcubic.yw, ycubic.yw) / s;
-
- offset *= invTexSize.xxyy;
-
- vec4 sample0 = texture(sampler, offset.xz);
- vec4 sample1 = texture(sampler, offset.yz);
- vec4 sample2 = texture(sampler, offset.xw);
- vec4 sample3 = texture(sampler, offset.yw);
-
- float sx = s.x / (s.x + s.y);
- float sy = s.z / (s.z + s.w);
-
- return mix(
- mix(sample3, sample2, sx), mix(sample1, sample0, sx)
- , sy);
- }
- #endif
-
- varying vec2 vCustomBumpUv;
- uniform sampler2D customBumpMap;
- uniform float customBumpScale;
-
- // same as bumpmap_pars_fragment, but with customBumpMap, customBumpUv and bicubic
- vec2 dHdxy_fwd_cb() {
-
- vec2 dSTdx = dFdx( vCustomBumpUv );
- vec2 dSTdy = dFdy( vCustomBumpUv );
-
- #if CUSTOM_BUMP_MAP_BICUBIC > 0
- float Hll = customBumpScale * textureBicubic_cb( customBumpMap, vCustomBumpUv ).x;
- float dBx = customBumpScale * textureBicubic_cb( customBumpMap, vCustomBumpUv + dSTdx ).x - Hll;
- float dBy = customBumpScale * textureBicubic_cb( customBumpMap, vCustomBumpUv + dSTdy ).x - Hll;
- #else
- float Hll = customBumpScale * texture2D( customBumpMap, vCustomBumpUv ).x;
- float dBx = customBumpScale * texture2D( customBumpMap, vCustomBumpUv + dSTdx ).x - Hll;
- float dBy = customBumpScale * texture2D( customBumpMap, vCustomBumpUv + dSTdy ).x - Hll;
- #endif
-
- return vec2( dBx, dBy );
-
- }
- #ifndef USE_BUMPMAP
- vec3 perturbNormalArb( vec3 surf_pos, vec3 surf_norm, vec2 dHdxy, float faceDirection ) {
-
- vec3 vSigmaX = dFdx( surf_pos.xyz );
- vec3 vSigmaY = dFdy( surf_pos.xyz );
- vec3 vN = surf_norm; // normalized
-
- vec3 R1 = cross( vSigmaY, vN );
- vec3 R2 = cross( vN, vSigmaX );
-
- float fDet = dot( vSigmaX, R1 ) * faceDirection;
-
- vec3 vGrad = sign( fDet ) * ( dHdxy.x * R1 + dHdxy.y * R2 );
- return normalize( abs( fDet ) * surf_norm - vGrad );
-
- }
- #endif
- #endif
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