3 * @brief Bumpmap fragment shader.
6 in_qualifier vec3 eyedir;
9 uniform float PARALLAX;
10 uniform float HARDNESS;
11 uniform float SPECULAR;
16 * @brief BumpTexcoord.
18 vec2 BumpTexcoord(in float height) {
19 eye = normalize(eyedir);
21 return vec2(height * PARALLAX * 0.04 - 0.02) * eye.xy;