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; }