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authorCosmic Linden <cosmic@lindenlab.com>2023-02-24 13:53:55 -0800
committerCosmic Linden <cosmic@lindenlab.com>2023-02-24 13:53:55 -0800
commit33085b9d830ac1db280d678760b3972798aa1129 (patch)
tree201019101a92305f22980537b8c5ab4390c9611c /indra/newview/app_settings/shaders/class1/deferred/pbralphaV.glsl
parenta7ecfc9b1907d6ecd5fe50aeb1c41e38540b2665 (diff)
SL-19265: Fix precision issue with texture transforms by moving transform matrix calculation into the shader
Diffstat (limited to 'indra/newview/app_settings/shaders/class1/deferred/pbralphaV.glsl')
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/pbralphaV.glsl44
1 files changed, 28 insertions, 16 deletions
diff --git a/indra/newview/app_settings/shaders/class1/deferred/pbralphaV.glsl b/indra/newview/app_settings/shaders/class1/deferred/pbralphaV.glsl
index ddb53ff852..d44d1a2e6f 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/pbralphaV.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/pbralphaV.glsl
@@ -44,10 +44,18 @@ uniform mat4 modelview_matrix;
out vec3 vary_position;
-uniform mat3 texture_basecolor_matrix;
-uniform mat3 texture_normal_matrix;
-uniform mat3 texture_metallic_roughness_matrix;
-uniform mat3 texture_emissive_matrix;
+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;
#ifdef HAS_SUN_SHADOW
out vec3 vary_fragcoord;
@@ -60,7 +68,7 @@ in vec3 normal;
in vec4 tangent;
in vec2 texcoord0;
-out vec2 basecolor_texcoord;
+out vec2 base_color_texcoord;
out vec2 normal_texcoord;
out vec2 metallic_roughness_texcoord;
out vec2 emissive_texcoord;
@@ -71,7 +79,7 @@ out vec3 vary_tangent;
flat out float vary_sign;
out vec3 vary_normal;
-vec2 texture_transform(vec2 vertex_texcoord, mat3 khr_gltf_transform, mat4 sl_animation_transform);
+vec2 texture_transform(vec2 vertex_texcoord, vec2 khr_gltf_scale, float khr_gltf_rotation, vec2 khr_gltf_offset, mat4 sl_animation_transform);
void main()
@@ -92,10 +100,10 @@ void main()
vary_fragcoord.xyz = vert.xyz + vec3(0,0,near_clip);
#endif
- basecolor_texcoord = texture_transform(texcoord0, texture_basecolor_matrix, texture_matrix0);
- normal_texcoord = texture_transform(texcoord0, texture_normal_matrix, texture_matrix0);
- metallic_roughness_texcoord = texture_transform(texcoord0, texture_metallic_roughness_matrix, texture_matrix0);
- emissive_texcoord = texture_transform(texcoord0, texture_emissive_matrix, texture_matrix0);
+ 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);
#ifdef HAS_SKIN
vec3 n = (mat*vec4(normal.xyz+position.xyz,1.0)).xyz-pos.xyz;
@@ -128,19 +136,23 @@ uniform mat4 modelview_matrix;
out vec3 vary_position;
-uniform mat3 texture_basecolor_matrix;
-uniform mat3 texture_emissive_matrix;
+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;
in vec3 position;
in vec4 diffuse_color;
in vec2 texcoord0;
-out vec2 basecolor_texcoord;
+out vec2 base_color_texcoord;
out vec2 emissive_texcoord;
out vec4 vertex_color;
-vec2 texture_transform(vec2 vertex_texcoord, mat3 khr_gltf_transform, mat4 sl_animation_transform);
+vec2 texture_transform(vec2 vertex_texcoord, vec2 khr_gltf_scale, float khr_gltf_rotation, vec2 khr_gltf_offset, mat4 sl_animation_transform);
void main()
@@ -150,8 +162,8 @@ void main()
gl_Position = vert;
vary_position = vert.xyz;
- basecolor_texcoord = texture_transform(texcoord0, texture_basecolor_matrix, texture_matrix0);
- emissive_texcoord = texture_transform(texcoord0, texture_emissive_matrix, texture_matrix0);
+ 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);
vertex_color = diffuse_color;
}