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655 B
GLSL

uniform sampler2D image;
uniform float strength;
uniform vec2 repeat;
czm_material czm_getMaterial(czm_materialInput materialInput)
{
czm_material material = czm_getDefaultMaterial(materialInput);
vec4 textureValue = texture2D(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;
}