pex-renderer
Version:
Physically Based Renderer for Pex
28 lines (24 loc) • 911 B
JavaScript
module.exports = /* glsl */ `
//http://www.thetenthplanet.de/archives/1180
mat3 cotangentFrame(vec3 N, vec3 p, vec2 uv) {
// get edge vectors of the pixel triangle
highp vec3 dp1 = dFdx(p);
highp vec3 dp2 = dFdy(p);
highp vec2 duv1 = dFdx(uv);
highp vec2 duv2 = dFdy(uv);
// 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 = 1.0 / sqrt(max(dot(T,T), dot(B,B)));
return mat3(normalize(T * invmax), normalize(B * invmax), N);
}
vec3 perturb(vec3 map, vec3 N, vec3 V, vec2 texcoord) {
mat3 TBN = cotangentFrame(N, -V, texcoord);
return normalize(TBN * map);
}
`