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- uniform sampler2D image;
- uniform float strength;
- uniform vec2 repeat;
- czm_material czm_getMaterial(czm_materialInput materialInput)
- {
- czm_material material = czm_getDefaultMaterial(materialInput);
-
- vec4 textureValue = texture(image, fract(repeat * materialInput.st));
- vec3 normalTangentSpace = textureValue.channels;
- normalTangentSpace.xy = normalTangentSpace.xy * 2.0 - 1.0;
- normalTangentSpace.z = clamp(1.0 - strength, 0.1, 1.0);
- normalTangentSpace = normalize(normalTangentSpace);
- vec3 normalEC = materialInput.tangentToEyeMatrix * normalTangentSpace;
-
- material.normal = normalEC;
-
- return material;
- }
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