//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 * texture2D(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\
|
";
|