//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\ ";