#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