#ifdef USE_NORMALMAP uniform sampler2D normalMap; uniform vec2 normalScale; // Per-Pixel Tangent Space Normal Mapping // http://hacksoflife.blogspot.ch/2009/11/per-pixel-tangent-space-normal-mapping.html vec3 perturbNormal2Arb( vec3 eye_pos, vec3 surf_norm ) { vec3 q0 = dFdx( eye_pos.xyz ); vec3 q1 = dFdy( eye_pos.xyz ); vec2 st0 = dFdx( vUv.st ); vec2 st1 = dFdy( vUv.st ); vec3 S = normalize( q0 * st1.t - q1 * st0.t ); vec3 T = normalize( -q0 * st1.s + q1 * st0.s ); vec3 N = normalize( surf_norm ); vec3 mapN = texture2D( normalMap, vUv ).xyz * 2.0 - 1.0; mapN.xy = normalScale * mapN.xy; mat3 tsn = mat3( S, T, N ); return normalize( tsn * mapN ); } #endif