diff options
author | Dave Parks <davep@lindenlab.com> | 2022-12-12 13:45:05 -0600 |
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committer | Dave Parks <davep@lindenlab.com> | 2022-12-12 13:45:05 -0600 |
commit | 9e1383f90d45622e0b9848be2608a4a6d71037dd (patch) | |
tree | 03ad6ab945d10569ad1bbe89fef4c2276dd759e6 /indra/newview/app_settings/shaders/class1/deferred/pbralphaV.glsl | |
parent | 1915b7a008a171e9b193f6301e83b61ca0f3c433 (diff) | |
parent | 4e0d8f15644d607d4f9db4452cf4f34140eb2ca7 (diff) |
Merge branch 'DRTVWR-559' of github.com:secondlife/viewer into DRTVWR-559
Diffstat (limited to 'indra/newview/app_settings/shaders/class1/deferred/pbralphaV.glsl')
-rw-r--r-- | indra/newview/app_settings/shaders/class1/deferred/pbralphaV.glsl | 9 |
1 files changed, 5 insertions, 4 deletions
diff --git a/indra/newview/app_settings/shaders/class1/deferred/pbralphaV.glsl b/indra/newview/app_settings/shaders/class1/deferred/pbralphaV.glsl index 19bca098e8..a2ad1b70fb 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/pbralphaV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/pbralphaV.glsl @@ -36,6 +36,7 @@ mat4 getObjectSkinnedTransform(); uniform mat3 normal_matrix; uniform mat4 modelview_projection_matrix; #endif +uniform mat4 texture_matrix0; #if (DIFFUSE_ALPHA_MODE == DIFFUSE_ALPHA_MODE_BLEND) #if !defined(HAS_SKIN) @@ -92,10 +93,10 @@ void main() vary_fragcoord.xyz = vert.xyz + vec3(0,0,near_clip); #endif - 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; + basecolor_texcoord = (texture_matrix0 * vec4(texture_basecolor_matrix * vec3(texcoord0,1), 1)).xy; + normal_texcoord = (texture_matrix0 * vec4(texture_normal_matrix * vec3(texcoord0,1), 1)).xy; + metallic_roughness_texcoord = (texture_matrix0 * vec4(texture_metallic_roughness_matrix * vec3(texcoord0,1), 1)).xy; + emissive_texcoord = (texture_matrix0 * vec4(texture_emissive_matrix * vec3(texcoord0,1), 1)).xy; #ifdef HAS_SKIN vec3 n = (mat*vec4(normal.xyz+position.xyz,1.0)).xyz-pos.xyz; |