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@thi.ng/shader-ast-stdlib

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Function collection for modular GPGPU / shader programming with @thi.ng/shader-ast

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/** * Computes the surface normal from a grayscale texture at given `uv` position * and using given `step` to define the half-distances between the 4 neighbor * lookups (north/south/east/west). The `z` value is used as the normal's Z * component (prior to normalization). `eps` is being added to all components to * avoid zero-vectors. * * @remarks * The function only uses the X (red) component of the texture. * * @param tex * @param uv * @param step * @param z * @param eps */ export declare const normal2: import("@thi.ng/shader-ast").TaggedFn5<"sampler2D", "vec2", "vec2", "float", "float", "vec3">; /** * Principally the same as {@link normal2}, but using a RGBA 8bit/channel * texture storing float values encoded using {@link packFloat}. WHen * `packedNormal2()` then samples this textures, each value will be * automatically decoded using {@link unpackFloat}. * * @param tex * @param uv * @param step * @param z * @param eps */ export declare const packedNormal2: import("@thi.ng/shader-ast").TaggedFn5<"sampler2D", "vec2", "vec2", "float", "float", "vec3">; //# sourceMappingURL=normal.d.ts.map