lib/mittsu/opengl/shader/chunks/normalmap_pars_fragment.glsl
#ifdef USE_NORMALMAP
uniform sampler2D normalMap;
uniform vec2 normalScale;
// Per-Pixel Tangent Space Normal Mapping
// http://hacksoflife.blogspot.ch/2009/11/per-pixel-tangent-space-normal-mapping.html
vec3 perturbNormal2Arb( vec3 eye_pos, vec3 surf_norm ) {
vec3 q0 = dFdx( eye_pos.xyz );
vec3 q1 = dFdy( eye_pos.xyz );
vec2 st0 = dFdx( vUv.st );
vec2 st1 = dFdy( vUv.st );
vec3 S = normalize( q0 * st1.t - q1 * st0.t );
vec3 T = normalize( -q0 * st1.s + q1 * st0.s );
vec3 N = normalize( surf_norm );
vec3 mapN = texture( normalMap, vUv ).xyz * 2.0 - 1.0;
mapN.xy = normalScale * mapN.xy;
mat3 tsn = mat3( S, T, N );
return normalize( tsn * mapN );
}
#endif