| 1234567891011121314151617181920212223242526272829 | 
							- uniform sampler2D image;
 
- uniform float strength;
 
- uniform vec2 repeat;
 
- czm_material czm_getMaterial(czm_materialInput materialInput)
 
- {
 
-     czm_material material = czm_getDefaultMaterial(materialInput);
 
-     vec2 st = materialInput.st;
 
-     vec2 centerPixel = fract(repeat * st);
 
-     float centerBump = texture2D(image, centerPixel).channel;
 
-     float imageWidth = float(imageDimensions.x);
 
-     vec2 rightPixel = fract(repeat * (st + vec2(1.0 / imageWidth, 0.0)));
 
-     float rightBump = texture2D(image, rightPixel).channel;
 
-     float imageHeight = float(imageDimensions.y);
 
-     vec2 leftPixel = fract(repeat * (st + vec2(0.0, 1.0 / imageHeight)));
 
-     float topBump = texture2D(image, leftPixel).channel;
 
-     vec3 normalTangentSpace = normalize(vec3(centerBump - rightBump, centerBump - topBump, clamp(1.0 - strength, 0.1, 1.0)));
 
-     vec3 normalEC = materialInput.tangentToEyeMatrix * normalTangentSpace;
 
-     material.normal = normalEC;
 
-     material.diffuse = vec3(0.01);
 
-     return material;
 
- }
 
 
  |