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authorSabrina Shanman <cosmic@lindenlab.com>2022-11-02 20:10:04 +0000
committerSabrina Shanman <cosmic@lindenlab.com>2022-11-02 20:10:04 +0000
commit81011a318e7cd1e4ef5bfb1f2cc52274c7d78b8a (patch)
tree22f022676dd453143d3758c52572228f71782f42 /indra/newview/app_settings/shaders/class1/deferred/pbralphaV.glsl
parent106b1a6e6add67f7770d508d8be1d0eff77ebd32 (diff)
parent9e7b725c15ea0bfea5246eb81dd7a100b7ac5b6b (diff)
Merged in SL-18485 (pull request #1183)
SL-18485: Render GLTF materials with extension KHR_texture_transform with approprate texture transforms
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, 24 insertions, 20 deletions
diff --git a/indra/newview/app_settings/shaders/class1/deferred/pbralphaV.glsl b/indra/newview/app_settings/shaders/class1/deferred/pbralphaV.glsl
index d0d76fd0cb..19bca098e8 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/pbralphaV.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/pbralphaV.glsl
@@ -44,29 +44,32 @@ uniform mat4 modelview_projection_matrix;
VARYING vec3 vary_position;
#endif
-uniform mat4 texture_matrix0;
+uniform mat3 texture_basecolor_matrix;
+uniform mat3 texture_normal_matrix;
+uniform mat3 texture_metallic_roughness_matrix;
+uniform mat3 texture_emissive_matrix;
#ifdef HAS_SUN_SHADOW
-VARYING vec3 vary_fragcoord;
+out vec3 vary_fragcoord;
uniform float near_clip;
#endif
-ATTRIBUTE vec3 position;
-ATTRIBUTE vec4 diffuse_color;
-ATTRIBUTE vec3 normal;
-ATTRIBUTE vec4 tangent;
-ATTRIBUTE vec2 texcoord0;
-ATTRIBUTE vec2 texcoord1;
-ATTRIBUTE vec2 texcoord2;
-
-
-VARYING vec4 vertex_color;
-VARYING vec2 vary_texcoord0;
-VARYING vec2 vary_texcoord1;
-VARYING vec2 vary_texcoord2;
-VARYING vec3 vary_normal;
-VARYING vec3 vary_tangent;
+in vec3 position;
+in vec4 diffuse_color;
+in vec3 normal;
+in vec4 tangent;
+in vec2 texcoord0;
+
+out vec2 basecolor_texcoord;
+out vec2 normal_texcoord;
+out vec2 metallic_roughness_texcoord;
+out vec2 emissive_texcoord;
+
+out vec4 vertex_color;
+
+out vec3 vary_tangent;
flat out float vary_sign;
+out vec3 vary_normal;
void main()
@@ -89,9 +92,10 @@ void main()
vary_fragcoord.xyz = vert.xyz + vec3(0,0,near_clip);
#endif
- vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy;
- vary_texcoord1 = (texture_matrix0 * vec4(texcoord1,0,1)).xy;
- vary_texcoord2 = (texture_matrix0 * vec4(texcoord2,0,1)).xy;
+ basecolor_texcoord = (texture_basecolor_matrix * vec3(texcoord0,1)).xy;
+ normal_texcoord = (texture_normal_matrix * vec3(texcoord0,1)).xy;
+ metallic_roughness_texcoord = (texture_metallic_roughness_matrix * vec3(texcoord0,1)).xy;
+ emissive_texcoord = (texture_emissive_matrix * vec3(texcoord0,1)).xy;
#ifdef HAS_SKIN
vec3 n = (mat*vec4(normal.xyz+position.xyz,1.0)).xyz-pos.xyz;