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