lygia
/v1.1.6
/sample
/bumpMap
)Converts a RGB normal map into normal vectors
Dependencies:
lygia
/v1.1.6
/sample
/derivative
.glsl
Use:
SAMPLEBUMPMap(<SAMPLER_TYPE> texture, <vec2> st, <vec2> pixel)
#ifndef SAMPLEBUMPMAP_Z
#define SAMPLEBUMPMAP_Z .01
#endif
#ifndef FNC_SAMPLEBUMPMAP
#define FNC_SAMPLEBUMPMAP
vec3 sampleBumpMap(SAMPLER_TYPE tex, vec2 st, vec2 pixel) {
vec2 deltas = sampleDerivative(tex, st, pixel);
return normalize( vec3(deltas, SAMPLEBUMPMAP_Z) );
}
#endif
Dependencies:
lygia
/v1.1.6
/sample
/derivative
.glsl
Use:
SAMPLEBUMPMap(<SAMPLER_TYPE> texture, <float2> st, <float2> pixel)
#ifndef SAMPLEBUMPMAP_Z
#define SAMPLEBUMPMAP_Z .01
#endif
#ifndef FNC_SAMPLEBUMPMAP
#define FNC_SAMPLEBUMPMAP
float3 sampleBumpMap(SAMPLER_TYPE tex, float2 st, float2 pixel) {
float2 deltas = sampleDerivative(tex, st, pixel);
return normalize(float3(deltas.x, deltas.y, SAMPLEBUMPMAP_Z) );
}
#endif
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