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| 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 | //This file is automatically rebuilt by the Cesium build process.
export default "/**\n\
* Creates a matrix that transforms vectors from tangent space to eye space.\n\
*\n\
* @name czm_tangentToEyeSpaceMatrix\n\
* @glslFunction\n\
*\n\
* @param {vec3} normalEC The normal vector in eye coordinates.\n\
* @param {vec3} tangentEC The tangent vector in eye coordinates.\n\
* @param {vec3} bitangentEC The bitangent vector in eye coordinates.\n\
*\n\
* @returns {mat3} The matrix that transforms from tangent space to eye space.\n\
*\n\
* @example\n\
* mat3 tangentToEye = czm_tangentToEyeSpaceMatrix(normalEC, tangentEC, bitangentEC);\n\
* vec3 normal = tangentToEye * texture(normalMap, st).xyz;\n\
*/\n\
mat3 czm_tangentToEyeSpaceMatrix(vec3 normalEC, vec3 tangentEC, vec3 bitangentEC)\n\
{\n\
vec3 normal = normalize(normalEC);\n\
vec3 tangent = normalize(tangentEC);\n\
vec3 bitangent = normalize(bitangentEC);\n\
return mat3(tangent.x , tangent.y , tangent.z,\n\
bitangent.x, bitangent.y, bitangent.z,\n\
normal.x , normal.y , normal.z);\n\
}\n\
";
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