void dfdx_v3(vec3 v, out vec3 dy) { dy = v + DFDX_SIGN * dFdx(v); } void dfdy_v3(vec3 v, out vec3 dy) { dy = v + DFDY_SIGN * dFdy(v); } void node_bump(float strength, float dist, float height, float height_dx, float height_dy, vec3 N, vec3 surf_pos, float invert, out vec3 result) { N = mat3(ViewMatrix) * normalize(N); dist *= gl_FrontFacing ? invert : -invert; vec3 dPdx = dFdx(surf_pos); vec3 dPdy = dFdy(surf_pos); /* Get surface tangents from normal. */ vec3 Rx = cross(dPdy, N); vec3 Ry = cross(N, dPdx); /* Compute surface gradient and determinant. */ float det = dot(dPdx, Rx); float dHdx = height_dx - height; float dHdy = height_dy - height; vec3 surfgrad = dHdx * Rx + dHdy * Ry; strength = max(strength, 0.0); result = normalize(abs(det) * N - dist * sign(det) * surfgrad); result = normalize(mix(N, result, strength)); result = mat3(ViewMatrixInverse) * result; }