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- //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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