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CustomBumpMapPlugin.glsl 2.7KB

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  1. #if defined(CUSTOM_BUMP_MAP_ENABLED) && CUSTOM_BUMP_MAP_ENABLED > 0
  2. #if CUSTOM_BUMP_MAP_BICUBIC > 0 // from http://www.java-gaming.org/index.php?topic=35123.0
  3. vec4 cubic_cb(float v){
  4. vec4 n = vec4(1.0, 2.0, 3.0, 4.0) - v;
  5. vec4 s = n * n * n;
  6. float x = s.x;
  7. float y = s.y - 4.0 * s.x;
  8. float z = s.z - 4.0 * s.y + 6.0 * s.x;
  9. float w = 6.0 - x - y - z;
  10. return vec4(x, y, z, w) * (1.0/6.0);
  11. }
  12. vec4 textureBicubic_cb(sampler2D sampler, vec2 texCoords){
  13. vec2 texSize = vec2(textureSize(sampler, 0));
  14. vec2 invTexSize = 1.0 / texSize;
  15. texCoords = texCoords * texSize - 0.5;
  16. vec2 fxy = fract(texCoords);
  17. texCoords -= fxy;
  18. vec4 xcubic = cubic_cb(fxy.x);
  19. vec4 ycubic = cubic_cb(fxy.y);
  20. vec4 c = texCoords.xxyy + vec2 (-0.5, +1.5).xyxy;
  21. vec4 s = vec4(xcubic.xz + xcubic.yw, ycubic.xz + ycubic.yw);
  22. vec4 offset = c + vec4 (xcubic.yw, ycubic.yw) / s;
  23. offset *= invTexSize.xxyy;
  24. vec4 sample0 = texture(sampler, offset.xz);
  25. vec4 sample1 = texture(sampler, offset.yz);
  26. vec4 sample2 = texture(sampler, offset.xw);
  27. vec4 sample3 = texture(sampler, offset.yw);
  28. float sx = s.x / (s.x + s.y);
  29. float sy = s.z / (s.z + s.w);
  30. return mix(
  31. mix(sample3, sample2, sx), mix(sample1, sample0, sx)
  32. , sy);
  33. }
  34. #endif
  35. varying vec2 vCustomBumpUv;
  36. uniform sampler2D customBumpMap;
  37. uniform float customBumpScale;
  38. // same as bumpmap_pars_fragment, but with customBumpMap, customBumpUv and bicubic
  39. vec2 dHdxy_fwd_cb() {
  40. vec2 dSTdx = dFdx( vCustomBumpUv );
  41. vec2 dSTdy = dFdy( vCustomBumpUv );
  42. #if CUSTOM_BUMP_MAP_BICUBIC > 0
  43. float Hll = customBumpScale * textureBicubic_cb( customBumpMap, vCustomBumpUv ).x;
  44. float dBx = customBumpScale * textureBicubic_cb( customBumpMap, vCustomBumpUv + dSTdx ).x - Hll;
  45. float dBy = customBumpScale * textureBicubic_cb( customBumpMap, vCustomBumpUv + dSTdy ).x - Hll;
  46. #else
  47. float Hll = customBumpScale * texture2D( customBumpMap, vCustomBumpUv ).x;
  48. float dBx = customBumpScale * texture2D( customBumpMap, vCustomBumpUv + dSTdx ).x - Hll;
  49. float dBy = customBumpScale * texture2D( customBumpMap, vCustomBumpUv + dSTdy ).x - Hll;
  50. #endif
  51. return vec2( dBx, dBy );
  52. }
  53. #ifndef USE_BUMPMAP
  54. vec3 perturbNormalArb( vec3 surf_pos, vec3 surf_norm, vec2 dHdxy, float faceDirection ) {
  55. vec3 vSigmaX = dFdx( surf_pos.xyz );
  56. vec3 vSigmaY = dFdy( surf_pos.xyz );
  57. vec3 vN = surf_norm; // normalized
  58. vec3 R1 = cross( vSigmaY, vN );
  59. vec3 R2 = cross( vN, vSigmaX );
  60. float fDet = dot( vSigmaX, R1 ) * faceDirection;
  61. vec3 vGrad = sign( fDet ) * ( dHdxy.x * R1 + dHdxy.y * R2 );
  62. return normalize( abs( fDet ) * surf_norm - vGrad );
  63. }
  64. #endif
  65. #endif