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authorCosmic Linden <cosmic@lindenlab.com>2023-02-27 15:57:45 -0800
committerCosmic Linden <cosmic@lindenlab.com>2023-02-27 15:57:45 -0800
commitb27c41578b4bb54ee87fbb8d05f29d9d9a9e2768 (patch)
tree9ddf9eed75fa11dfe1e6308647cf10b04c845f54
parent099fe4a70a95339c1709c3eb2a925d7a77c642cc (diff)
SL-19279: LLGLSLShader::bindXXX is not free. Pack the uniforms
-rw-r--r--indra/llprimitive/llgltfmaterial.cpp30
-rw-r--r--indra/llprimitive/llgltfmaterial.h3
-rw-r--r--indra/llrender/llshadermgr.cpp20
-rw-r--r--indra/llrender/llshadermgr.h16
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/pbralphaV.glsl40
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/pbrglowV.glsl14
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/pbropaqueV.glsl48
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/textureUtilV.glsl4
-rw-r--r--indra/newview/llfetchedgltfmaterial.cpp24
9 files changed, 70 insertions, 129 deletions
diff --git a/indra/llprimitive/llgltfmaterial.cpp b/indra/llprimitive/llgltfmaterial.cpp
index d0ecf611ff..62b693919c 100644
--- a/indra/llprimitive/llgltfmaterial.cpp
+++ b/indra/llprimitive/llgltfmaterial.cpp
@@ -43,26 +43,16 @@ const char* const GLTF_FILE_EXTENSION_TRANSFORM_ROTATION = "rotation";
// special UUID that indicates a null UUID in override data
static const LLUUID GLTF_OVERRIDE_NULL_UUID = LLUUID("ffffffff-ffff-ffff-ffff-ffffffffffff");
-// https://github.com/KhronosGroup/glTF/tree/main/extensions/3.0/Khronos/KHR_texture_transform
-LLMatrix3 LLGLTFMaterial::TextureTransform::asMatrix()
-{
- LLMatrix3 scale;
- scale.mMatrix[0][0] = mScale[0];
- scale.mMatrix[1][1] = mScale[1];
-
- LLMatrix3 rotation;
- const F32 cos_r = cos(mRotation);
- const F32 sin_r = sin(mRotation);
- rotation.mMatrix[0][0] = cos_r;
- rotation.mMatrix[0][1] = -sin_r;
- rotation.mMatrix[1][0] = sin_r;
- rotation.mMatrix[1][1] = cos_r;
-
- LLMatrix3 offset;
- offset.mMatrix[2][0] = mOffset[0];
- offset.mMatrix[2][1] = mOffset[1];
-
- return offset * rotation * scale;
+void LLGLTFMaterial::TextureTransform::getPacked(F32 (&packed)[8])
+{
+ packed[0] = mScale.mV[VX];
+ packed[1] = mScale.mV[VY];
+ packed[2] = mRotation;
+ // packed[3] = unused
+ packed[4] = mOffset.mV[VX];
+ packed[5] = mOffset.mV[VY];
+ // packed[6] = unused
+ // packed[7] = unused
}
bool LLGLTFMaterial::TextureTransform::operator==(const TextureTransform& other) const
diff --git a/indra/llprimitive/llgltfmaterial.h b/indra/llprimitive/llgltfmaterial.h
index cae7284421..e701b62fdc 100644
--- a/indra/llprimitive/llgltfmaterial.h
+++ b/indra/llprimitive/llgltfmaterial.h
@@ -28,7 +28,6 @@
#include "llrefcount.h"
#include "llmemory.h"
-#include "m3math.h"
#include "v4color.h"
#include "v3color.h"
#include "v2math.h"
@@ -60,7 +59,7 @@ public:
LLVector2 mScale = { 1.f, 1.f };
F32 mRotation = 0.f;
- LLMatrix3 asMatrix();
+ void getPacked(F32 (&packed)[8]);
bool operator==(const TextureTransform& other) const;
};
diff --git a/indra/llrender/llshadermgr.cpp b/indra/llrender/llshadermgr.cpp
index c355115e8c..6fb319fd5b 100644
--- a/indra/llrender/llshadermgr.cpp
+++ b/indra/llrender/llshadermgr.cpp
@@ -1074,20 +1074,12 @@ void LLShaderMgr::initAttribsAndUniforms()
mReservedUniforms.push_back("object_plane_s");
mReservedUniforms.push_back("object_plane_t");
- mReservedUniforms.push_back("texture_base_color_scale"); // (GLTF)
- mReservedUniforms.push_back("texture_base_color_rotation"); // (GLTF)
- mReservedUniforms.push_back("texture_base_color_offset"); // (GLTF)
- mReservedUniforms.push_back("texture_normal_scale"); // (GLTF)
- mReservedUniforms.push_back("texture_normal_rotation"); // (GLTF)
- mReservedUniforms.push_back("texture_normal_offset"); // (GLTF)
- mReservedUniforms.push_back("texture_metallic_roughness_scale"); // (GLTF)
- mReservedUniforms.push_back("texture_metallic_roughness_rotation"); // (GLTF)
- mReservedUniforms.push_back("texture_metallic_roughness_offset"); // (GLTF)
- mReservedUniforms.push_back("texture_emissive_scale"); // (GLTF)
- mReservedUniforms.push_back("texture_emissive_rotation"); // (GLTF)
- mReservedUniforms.push_back("texture_emissive_offset"); // (GLTF)
-
- llassert(mReservedUniforms.size() == LLShaderMgr::TEXTURE_EMISSIVE_OFFSET+1);
+ mReservedUniforms.push_back("texture_base_color_transform"); // (GLTF)
+ mReservedUniforms.push_back("texture_normal_transform"); // (GLTF)
+ mReservedUniforms.push_back("texture_metallic_roughness_transform"); // (GLTF)
+ mReservedUniforms.push_back("texture_emissive_transform"); // (GLTF)
+
+ llassert(mReservedUniforms.size() == LLShaderMgr::TEXTURE_EMISSIVE_TRANSFORM+1);
mReservedUniforms.push_back("viewport");
diff --git a/indra/llrender/llshadermgr.h b/indra/llrender/llshadermgr.h
index f7439a65af..93ea49d16a 100644
--- a/indra/llrender/llshadermgr.h
+++ b/indra/llrender/llshadermgr.h
@@ -53,18 +53,10 @@ public:
OBJECT_PLANE_S, // "object_plane_s"
OBJECT_PLANE_T, // "object_plane_t"
- TEXTURE_BASE_COLOR_SCALE, // "texture_base_color_scale" (GLTF)
- TEXTURE_BASE_COLOR_ROTATION, // "texture_base_color_rotation" (GLTF)
- TEXTURE_BASE_COLOR_OFFSET, // "texture_base_color_offset" (GLTF)
- TEXTURE_NORMAL_SCALE, // "texture_normal_scale" (GLTF)
- TEXTURE_NORMAL_ROTATION, // "texture_normal_rotation" (GLTF)
- TEXTURE_NORMAL_OFFSET, // "texture_normal_offset" (GLTF)
- TEXTURE_METALLIC_ROUGHNESS_SCALE, // "texture_metallic_roughness_scale" (GLTF)
- TEXTURE_METALLIC_ROUGHNESS_ROTATION,// "texture_metallic_roughness_rotation" (GLTF)
- TEXTURE_METALLIC_ROUGHNESS_OFFSET, // "texture_metallic_roughness_offset" (GLTF)
- TEXTURE_EMISSIVE_SCALE, // "texture_emissive_scale" (GLTF)
- TEXTURE_EMISSIVE_ROTATION, // "texture_emissive_rotation" (GLTF)
- TEXTURE_EMISSIVE_OFFSET, // "texture_emissive_offset" (GLTF)
+ TEXTURE_BASE_COLOR_TRANSFORM, // "texture_base_color_transform" (GLTF)
+ TEXTURE_NORMAL_TRANSFORM, // "texture_normal_transform" (GLTF)
+ TEXTURE_METALLIC_ROUGHNESS_TRANSFORM, // "texture_metallic_roughness_transform" (GLTF)
+ TEXTURE_EMISSIVE_TRANSFORM, // "texture_emissive_transform" (GLTF)
VIEWPORT, // "viewport"
LIGHT_POSITION, // "light_position"
diff --git a/indra/newview/app_settings/shaders/class1/deferred/pbralphaV.glsl b/indra/newview/app_settings/shaders/class1/deferred/pbralphaV.glsl
index a9e114dddc..e9515a9187 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/pbralphaV.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/pbralphaV.glsl
@@ -44,18 +44,10 @@ uniform mat4 modelview_matrix;
out vec3 vary_position;
-uniform vec2 texture_base_color_scale;
-uniform float texture_base_color_rotation;
-uniform vec2 texture_base_color_offset;
-uniform vec2 texture_normal_scale;
-uniform float texture_normal_rotation;
-uniform vec2 texture_normal_offset;
-uniform vec2 texture_metallic_roughness_scale;
-uniform float texture_metallic_roughness_rotation;
-uniform vec2 texture_metallic_roughness_offset;
-uniform vec2 texture_emissive_scale;
-uniform float texture_emissive_rotation;
-uniform vec2 texture_emissive_offset;
+uniform vec4[2] texture_base_color_transform;
+uniform vec4[2] texture_normal_transform;
+uniform vec4[2] texture_metallic_roughness_transform;
+uniform vec4[2] texture_emissive_transform;
out vec3 vary_fragcoord;
@@ -78,7 +70,7 @@ out vec3 vary_tangent;
flat out float vary_sign;
out vec3 vary_normal;
-vec2 texture_transform(vec2 vertex_texcoord, vec2 khr_gltf_scale, float khr_gltf_rotation, vec2 khr_gltf_offset, mat4 sl_animation_transform);
+vec2 texture_transform(vec2 vertex_texcoord, vec4[2] khr_gltf_transform, mat4 sl_animation_transform);
void main()
@@ -97,10 +89,10 @@ void main()
vary_fragcoord.xyz = vert.xyz + vec3(0,0,near_clip);
- base_color_texcoord = texture_transform(texcoord0, texture_base_color_scale, texture_base_color_rotation, texture_base_color_offset, texture_matrix0);
- normal_texcoord = texture_transform(texcoord0, texture_normal_scale, texture_normal_rotation, texture_normal_offset, texture_matrix0);
- metallic_roughness_texcoord = texture_transform(texcoord0, texture_metallic_roughness_scale, texture_metallic_roughness_rotation, texture_metallic_roughness_offset, texture_matrix0);
- emissive_texcoord = texture_transform(texcoord0, texture_emissive_scale, texture_emissive_rotation, texture_emissive_offset, texture_matrix0);
+ base_color_texcoord = texture_transform(texcoord0, texture_base_color_transform, texture_matrix0);
+ normal_texcoord = texture_transform(texcoord0, texture_normal_transform, texture_matrix0);
+ metallic_roughness_texcoord = texture_transform(texcoord0, texture_metallic_roughness_transform, texture_matrix0);
+ emissive_texcoord = texture_transform(texcoord0, texture_emissive_transform, texture_matrix0);
#ifdef HAS_SKIN
vec3 n = (mat*vec4(normal.xyz+position.xyz,1.0)).xyz-pos.xyz;
@@ -133,12 +125,8 @@ uniform mat4 modelview_matrix;
out vec3 vary_position;
-uniform vec2 texture_base_color_scale;
-uniform float texture_base_color_rotation;
-uniform vec2 texture_base_color_offset;
-uniform vec2 texture_emissive_scale;
-uniform float texture_emissive_rotation;
-uniform vec2 texture_emissive_offset;
+uniform vec4[2] texture_base_color_transform;
+uniform vec4[2] texture_emissive_transform;
in vec3 position;
in vec4 diffuse_color;
@@ -149,7 +137,7 @@ out vec2 emissive_texcoord;
out vec4 vertex_color;
-vec2 texture_transform(vec2 vertex_texcoord, vec2 khr_gltf_scale, float khr_gltf_rotation, vec2 khr_gltf_offset, mat4 sl_animation_transform);
+vec2 texture_transform(vec2 vertex_texcoord, vec4[2] khr_gltf_transform, mat4 sl_animation_transform);
void main()
@@ -159,8 +147,8 @@ void main()
gl_Position = vert;
vary_position = vert.xyz;
- base_color_texcoord = texture_transform(texcoord0, texture_base_color_scale, texture_base_color_rotation, texture_base_color_offset, texture_matrix0);
- emissive_texcoord = texture_transform(texcoord0, texture_emissive_scale, texture_emissive_rotation, texture_emissive_offset, texture_matrix0);
+ base_color_texcoord = texture_transform(texcoord0, texture_base_color_transform, texture_matrix0);
+ emissive_texcoord = texture_transform(texcoord0, texture_emissive_transform, texture_matrix0);
vertex_color = diffuse_color;
}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/pbrglowV.glsl b/indra/newview/app_settings/shaders/class1/deferred/pbrglowV.glsl
index b73d08cf0d..82a50a115c 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/pbrglowV.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/pbrglowV.glsl
@@ -34,12 +34,8 @@ uniform mat4 modelview_projection_matrix;
uniform mat4 texture_matrix0;
-uniform vec2 texture_base_color_scale;
-uniform float texture_base_color_rotation;
-uniform vec2 texture_base_color_offset;
-uniform vec2 texture_emissive_scale;
-uniform float texture_emissive_rotation;
-uniform vec2 texture_emissive_offset;
+uniform vec4[2] texture_base_color_transform;
+uniform vec4[2] texture_emissive_transform;
in vec3 position;
in vec4 emissive;
@@ -51,7 +47,7 @@ out vec2 emissive_texcoord;
out vec4 vertex_emissive;
-vec2 texture_transform(vec2 vertex_texcoord, vec2 khr_gltf_scale, float khr_gltf_rotation, vec2 khr_gltf_offset, mat4 sl_animation_transform);
+vec2 texture_transform(vec2 vertex_texcoord, vec4[2] khr_gltf_transform, mat4 sl_animation_transform);
void main()
{
@@ -68,8 +64,8 @@ void main()
gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0);
#endif
- base_color_texcoord = texture_transform(texcoord0, texture_base_color_scale, texture_base_color_rotation, texture_base_color_offset, texture_matrix0);
- emissive_texcoord = texture_transform(texcoord0, texture_emissive_scale, texture_emissive_rotation, texture_emissive_offset, texture_matrix0);
+ base_color_texcoord = texture_transform(texcoord0, texture_base_color_transform, texture_matrix0);
+ emissive_texcoord = texture_transform(texcoord0, texture_emissive_transform, texture_matrix0);
vertex_emissive = emissive;
}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/pbropaqueV.glsl b/indra/newview/app_settings/shaders/class1/deferred/pbropaqueV.glsl
index 6f50aefdab..e2c23ac8f0 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/pbropaqueV.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/pbropaqueV.glsl
@@ -38,18 +38,10 @@ uniform mat4 modelview_projection_matrix;
#endif
uniform mat4 texture_matrix0;
-uniform vec2 texture_base_color_scale;
-uniform float texture_base_color_rotation;
-uniform vec2 texture_base_color_offset;
-uniform vec2 texture_normal_scale;
-uniform float texture_normal_rotation;
-uniform vec2 texture_normal_offset;
-uniform vec2 texture_metallic_roughness_scale;
-uniform float texture_metallic_roughness_rotation;
-uniform vec2 texture_metallic_roughness_offset;
-uniform vec2 texture_emissive_scale;
-uniform float texture_emissive_rotation;
-uniform vec2 texture_emissive_offset;
+uniform vec4[2] texture_base_color_transform;
+uniform vec4[2] texture_normal_transform;
+uniform vec4[2] texture_metallic_roughness_transform;
+uniform vec4[2] texture_emissive_transform;
in vec3 position;
in vec4 diffuse_color;
@@ -68,7 +60,7 @@ out vec3 vary_tangent;
flat out float vary_sign;
out vec3 vary_normal;
-vec2 texture_transform(vec2 vertex_texcoord, vec2 khr_gltf_scale, float khr_gltf_rotation, vec2 khr_gltf_offset, mat4 sl_animation_transform);
+vec2 texture_transform(vec2 vertex_texcoord, vec4[2] khr_gltf_transform, mat4 sl_animation_transform);
void main()
{
@@ -86,10 +78,10 @@ void main()
gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0);
#endif
- base_color_texcoord = texture_transform(texcoord0, texture_base_color_scale, texture_base_color_rotation, texture_base_color_offset, texture_matrix0);
- normal_texcoord = texture_transform(texcoord0, texture_normal_scale, texture_normal_rotation, texture_normal_offset, texture_matrix0);
- metallic_roughness_texcoord = texture_transform(texcoord0, texture_metallic_roughness_scale, texture_metallic_roughness_rotation, texture_metallic_roughness_offset, texture_matrix0);
- emissive_texcoord = texture_transform(texcoord0, texture_emissive_scale, texture_emissive_rotation, texture_emissive_offset, texture_matrix0);
+ base_color_texcoord = texture_transform(texcoord0, texture_base_color_transform, texture_matrix0);
+ normal_texcoord = texture_transform(texcoord0, texture_normal_transform, texture_matrix0);
+ metallic_roughness_texcoord = texture_transform(texcoord0, texture_metallic_roughness_transform, texture_matrix0);
+ emissive_texcoord = texture_transform(texcoord0, texture_emissive_transform, texture_matrix0);
#ifdef HAS_SKIN
vec3 n = (mat*vec4(normal.xyz+position.xyz,1.0)).xyz-pos.xyz;
@@ -114,18 +106,10 @@ uniform mat4 modelview_projection_matrix;
uniform mat4 texture_matrix0;
-uniform vec2 texture_base_color_scale;
-uniform float texture_base_color_rotation;
-uniform vec2 texture_base_color_offset;
-uniform vec2 texture_normal_scale;
-uniform float texture_normal_rotation;
-uniform vec2 texture_normal_offset;
-uniform vec2 texture_metallic_roughness_scale;
-uniform float texture_metallic_roughness_rotation;
-uniform vec2 texture_metallic_roughness_offset;
-uniform vec2 texture_emissive_scale;
-uniform float texture_emissive_rotation;
-uniform vec2 texture_emissive_offset;
+uniform vec4[2] texture_base_color_transform;
+uniform vec4[2] texture_normal_transform;
+uniform vec4[2] texture_metallic_roughness_transform;
+uniform vec4[2] texture_emissive_transform;
in vec3 position;
in vec4 diffuse_color;
@@ -136,15 +120,15 @@ out vec2 emissive_texcoord;
out vec4 vertex_color;
-vec2 texture_transform(vec2 vertex_texcoord, vec2 khr_gltf_scale, float khr_gltf_rotation, vec2 khr_gltf_offset, mat4 sl_animation_transform);
+vec2 texture_transform(vec2 vertex_texcoord, vec4[2] khr_gltf_transform, mat4 sl_animation_transform);
void main()
{
//transform vertex
gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0);
- base_color_texcoord = texture_transform(texcoord0, texture_base_color_scale, texture_base_color_rotation, texture_base_color_offset, texture_matrix0);
- emissive_texcoord = texture_transform(texcoord0, texture_emissive_scale, texture_emissive_rotation, texture_emissive_offset, texture_matrix0);
+ base_color_texcoord = texture_transform(texcoord0, texture_base_color_transform, texture_matrix0);
+ emissive_texcoord = texture_transform(texcoord0, texture_emissive_transform, texture_matrix0);
vertex_color = diffuse_color;
}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/textureUtilV.glsl b/indra/newview/app_settings/shaders/class1/deferred/textureUtilV.glsl
index 39cc07d2d1..71f7ec52c4 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/textureUtilV.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/textureUtilV.glsl
@@ -58,7 +58,7 @@ vec2 khr_texture_transform(vec2 texcoord, vec2 scale, float rotation, vec2 offse
// animations, available through LSL script functions such as
// LlSetTextureAnim. It assumes a right-handed UV coordinate system.
// texcoord - The final texcoord to use for image sampling
-vec2 texture_transform(vec2 vertex_texcoord, vec2 khr_gltf_scale, float khr_gltf_rotation, vec2 khr_gltf_offset, mat4 sl_animation_transform)
+vec2 texture_transform(vec2 vertex_texcoord, vec4[2] khr_gltf_transform, mat4 sl_animation_transform)
{
vec2 texcoord = vertex_texcoord;
@@ -67,7 +67,7 @@ vec2 texture_transform(vec2 vertex_texcoord, vec2 khr_gltf_scale, float khr_gltf
// Convert to left-handed coordinate system. The offset of 1 is necessary
// for rotations to be applied correctly.
texcoord.y = 1.0 - texcoord.y;
- texcoord = khr_texture_transform(texcoord, khr_gltf_scale, khr_gltf_rotation, khr_gltf_offset);
+ texcoord = khr_texture_transform(texcoord, khr_gltf_transform[0].xy, khr_gltf_transform[0].z, khr_gltf_transform[1].xy);
// Convert back to right-handed coordinate system
texcoord.y = 1.0 - texcoord.y;
diff --git a/indra/newview/llfetchedgltfmaterial.cpp b/indra/newview/llfetchedgltfmaterial.cpp
index 2f2c58aa3a..80074cc655 100644
--- a/indra/newview/llfetchedgltfmaterial.cpp
+++ b/indra/newview/llfetchedgltfmaterial.cpp
@@ -110,21 +110,21 @@ void LLFetchedGLTFMaterial::bind(LLViewerTexture* media_tex)
shader->uniform1f(LLShaderMgr::METALLIC_FACTOR, mMetallicFactor);
shader->uniform3fv(LLShaderMgr::EMISSIVE_COLOR, 1, mEmissiveColor.mV);
- shader->uniform2fv(LLShaderMgr::TEXTURE_BASE_COLOR_SCALE, 1, (F32*)mTextureTransform[GLTF_TEXTURE_INFO_BASE_COLOR].mScale.mV);
- shader->uniform1f(LLShaderMgr::TEXTURE_BASE_COLOR_ROTATION, mTextureTransform[GLTF_TEXTURE_INFO_BASE_COLOR].mRotation);
- shader->uniform2fv(LLShaderMgr::TEXTURE_BASE_COLOR_OFFSET, 1, (F32*)mTextureTransform[GLTF_TEXTURE_INFO_BASE_COLOR].mOffset.mV);
+ F32 base_color_packed[8];
+ mTextureTransform[GLTF_TEXTURE_INFO_BASE_COLOR].getPacked(base_color_packed);
+ shader->uniform4fv(LLShaderMgr::TEXTURE_BASE_COLOR_TRANSFORM, 2, (F32*)base_color_packed);
- shader->uniform2fv(LLShaderMgr::TEXTURE_NORMAL_SCALE, 1, (F32*)mTextureTransform[GLTF_TEXTURE_INFO_NORMAL].mScale.mV);
- shader->uniform1f(LLShaderMgr::TEXTURE_NORMAL_ROTATION, mTextureTransform[GLTF_TEXTURE_INFO_NORMAL].mRotation);
- shader->uniform2fv(LLShaderMgr::TEXTURE_NORMAL_OFFSET, 1, (F32*)mTextureTransform[GLTF_TEXTURE_INFO_NORMAL].mOffset.mV);
+ F32 normal_packed[8];
+ mTextureTransform[GLTF_TEXTURE_INFO_NORMAL].getPacked(normal_packed);
+ shader->uniform4fv(LLShaderMgr::TEXTURE_NORMAL_TRANSFORM, 2, (F32*)normal_packed);
- shader->uniform2fv(LLShaderMgr::TEXTURE_METALLIC_ROUGHNESS_SCALE, 1, (F32*)mTextureTransform[GLTF_TEXTURE_INFO_METALLIC_ROUGHNESS].mScale.mV);
- shader->uniform1f(LLShaderMgr::TEXTURE_METALLIC_ROUGHNESS_ROTATION, mTextureTransform[GLTF_TEXTURE_INFO_METALLIC_ROUGHNESS].mRotation);
- shader->uniform2fv(LLShaderMgr::TEXTURE_METALLIC_ROUGHNESS_OFFSET, 1, (F32*)mTextureTransform[GLTF_TEXTURE_INFO_METALLIC_ROUGHNESS].mOffset.mV);
+ F32 metallic_roughness_packed[8];
+ mTextureTransform[GLTF_TEXTURE_INFO_METALLIC_ROUGHNESS].getPacked(metallic_roughness_packed);
+ shader->uniform4fv(LLShaderMgr::TEXTURE_METALLIC_ROUGHNESS_TRANSFORM, 2, (F32*)metallic_roughness_packed);
- shader->uniform2fv(LLShaderMgr::TEXTURE_EMISSIVE_SCALE, 1, (F32*)mTextureTransform[GLTF_TEXTURE_INFO_EMISSIVE].mScale.mV);
- shader->uniform1f(LLShaderMgr::TEXTURE_EMISSIVE_ROTATION, mTextureTransform[GLTF_TEXTURE_INFO_EMISSIVE].mRotation);
- shader->uniform2fv(LLShaderMgr::TEXTURE_EMISSIVE_OFFSET, 1, (F32*)mTextureTransform[GLTF_TEXTURE_INFO_EMISSIVE].mOffset.mV);
+ F32 emissive_packed[8];
+ mTextureTransform[GLTF_TEXTURE_INFO_EMISSIVE].getPacked(emissive_packed);
+ shader->uniform4fv(LLShaderMgr::TEXTURE_EMISSIVE_TRANSFORM, 2, (F32*)emissive_packed);
}
}