// http://www.thetenthplanet.de/archives/1180 mat3 cotangentFrame(const vec3 n, const vec3 p, const vec2 duv1, const vec2 duv2) { // Get edge vectors of the pixel triangle vec3 dp1 = dFdx(p); vec3 dp2 = dFdy(p); // Solve the linear system vec3 dp2perp = cross(dp2, n); vec3 dp1perp = cross(n, dp1); vec3 t = dp2perp * duv1.x + dp1perp * duv2.x; vec3 b = dp2perp * duv1.y + dp1perp * duv2.y; // Construct a scale-invariant frame float invmax = inversesqrt(max(dot(t, t), dot(b, b))); return mat3(t * invmax, b * invmax, n); } mat3 cotangentFrame(const vec3 n, const vec3 p, const vec2 texCoord) { return cotangentFrame(n, p, dFdx(texCoord), dFdy(texCoord)); } // vec3 perturbNormal(vec3 n, vec3 v, vec2 texCoord) { // Assume N, the interpolated vertex normal and V, the view vector (vertex to eye) // vec3 map = texture(snormal, texCoord).xyz * (255.0 / 127.0) - (128.0 / 127.0); // WITH_NORMALMAP_2CHANNEL // map.z = sqrt(1.0 - dot(map.xy, map.xy)); // WITH_NORMALMAP_GREEN_UP // map.y = -map.y; // mat3 TBN = cotangentFrame(n, -v, texCoord); // return normalize(TBN * map); // }