NME Heightmap to NormalMap

Not really a request, I’m just gonna do it. Cause that’s kinda a standard one.

`varying vec2 vUV;

uniform vec2 textureSize;
uniform sampler2D textureSampler;

void main(){
    vec2 unit = vec2(1.0)/textureSize;
    float x = ((texture2D(textureSampler, vUV+(unit*vec2(-1.,0.))).r
    -texture2D(textureSampler, vUV+(unit*vec2(1.,0.))).r)+1.)*0.5;
    float y = ((texture2D(textureSampler, vUV+(unit*vec2(0.,1.))).r
    -texture2D(textureSampler, vUV+(unit*vec2(0.,-1.))).r)+1.)*0.5;
#if defined(invertDepth)
    	gl_FragColor = vec4(x, y, 1.0, 1.0);
	gl_FragColor = vec4(1.0-x, y, 1.0, 1.0);

Just a really quick question, do we have a way to access the natural size of the sampler texture from the glsl side? So I do not have to include the textureSize Uniform.

nope we don’t