File: //var/www/aspa/three/renderers/shaders/ShaderChunk/bumpmap_pars_fragment.glsl.js
export default /* glsl */`
#ifdef USE_BUMPMAP
	uniform sampler2D bumpMap;
	uniform float bumpScale;
	// Bump Mapping Unparametrized Surfaces on the GPU by Morten S. Mikkelsen
	// https://mmikk.github.io/papers3d/mm_sfgrad_bump.pdf
	// Evaluate the derivative of the height w.r.t. screen-space using forward differencing (listing 2)
	vec2 dHdxy_fwd() {
		vec2 dSTdx = dFdx( vBumpMapUv );
		vec2 dSTdy = dFdy( vBumpMapUv );
		float Hll = bumpScale * texture2D( bumpMap, vBumpMapUv ).x;
		float dBx = bumpScale * texture2D( bumpMap, vBumpMapUv + dSTdx ).x - Hll;
		float dBy = bumpScale * texture2D( bumpMap, vBumpMapUv + dSTdy ).x - Hll;
		return vec2( dBx, dBy );
	}
	vec3 perturbNormalArb( vec3 surf_pos, vec3 surf_norm, vec2 dHdxy, float faceDirection ) {
		// normalize is done to ensure that the bump map looks the same regardless of the texture's scale
		vec3 vSigmaX = normalize( dFdx( surf_pos.xyz ) );
		vec3 vSigmaY = normalize( dFdy( surf_pos.xyz ) );
		vec3 vN = surf_norm; // normalized
		vec3 R1 = cross( vSigmaY, vN );
		vec3 R2 = cross( vN, vSigmaX );
		float fDet = dot( vSigmaX, R1 ) * faceDirection;
		vec3 vGrad = sign( fDet ) * ( dHdxy.x * R1 + dHdxy.y * R2 );
		return normalize( abs( fDet ) * surf_norm - vGrad );
	}
#endif
`;