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authorDave Parks <davep@lindenlab.com>2023-02-07 18:25:22 -0600
committerDave Parks <davep@lindenlab.com>2023-02-07 18:25:22 -0600
commita2647e953aeee26ef99e62e0146adcd37c8afca1 (patch)
treeafb8c28e3ca63eb0f3c5773e3230aa24fe9ff77d /indra/newview/app_settings/shaders/class1/deferred/pbralphaV.glsl
parentbe9e4f186db1b3612a26e27a0294114ca66c539c (diff)
SL-18229 Fix for PBR materials on HUDs misbehaving. Incidental decruft.
Diffstat (limited to 'indra/newview/app_settings/shaders/class1/deferred/pbralphaV.glsl')
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/pbralphaV.glsl61
1 files changed, 47 insertions, 14 deletions
diff --git a/indra/newview/app_settings/shaders/class1/deferred/pbralphaV.glsl b/indra/newview/app_settings/shaders/class1/deferred/pbralphaV.glsl
index a2ad1b70fb..597ab22f42 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/pbralphaV.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/pbralphaV.glsl
@@ -23,10 +23,10 @@
* $/LicenseInfo$
*/
-#define DIFFUSE_ALPHA_MODE_IGNORE 0
-#define DIFFUSE_ALPHA_MODE_BLEND 1
-#define DIFFUSE_ALPHA_MODE_MASK 2
-#define DIFFUSE_ALPHA_MODE_EMISSIVE 3
+
+#ifndef IS_HUD
+
+// default alpha implementation
#ifdef HAS_SKIN
uniform mat4 modelview_matrix;
@@ -38,13 +38,12 @@ uniform mat4 modelview_projection_matrix;
#endif
uniform mat4 texture_matrix0;
-#if (DIFFUSE_ALPHA_MODE == DIFFUSE_ALPHA_MODE_BLEND)
- #if !defined(HAS_SKIN)
- uniform mat4 modelview_matrix;
- #endif
- VARYING vec3 vary_position;
+#if !defined(HAS_SKIN)
+uniform mat4 modelview_matrix;
#endif
+out vec3 vary_position;
+
uniform mat3 texture_basecolor_matrix;
uniform mat3 texture_normal_matrix;
uniform mat3 texture_metallic_roughness_matrix;
@@ -79,9 +78,7 @@ void main()
mat4 mat = getObjectSkinnedTransform();
mat = modelview_matrix * mat;
vec3 pos = (mat*vec4(position.xyz,1.0)).xyz;
-#if (DIFFUSE_ALPHA_MODE == DIFFUSE_ALPHA_MODE_BLEND)
vary_position = pos;
-#endif
vec4 vert = projection_matrix * vec4(pos,1.0);
#else
//transform vertex
@@ -112,9 +109,45 @@ void main()
vertex_color = diffuse_color;
-#if (DIFFUSE_ALPHA_MODE == DIFFUSE_ALPHA_MODE_BLEND)
- #if !defined(HAS_SKIN)
+#if !defined(HAS_SKIN)
vary_position = (modelview_matrix*vec4(position.xyz, 1.0)).xyz;
- #endif
#endif
}
+
+#else
+
+// fullbright HUD alpha implementation
+
+uniform mat4 modelview_projection_matrix;
+
+uniform mat4 texture_matrix0;
+
+uniform mat4 modelview_matrix;
+
+out vec3 vary_position;
+
+uniform mat3 texture_basecolor_matrix;
+uniform mat3 texture_emissive_matrix;
+
+in vec3 position;
+in vec4 diffuse_color;
+in vec2 texcoord0;
+
+out vec2 basecolor_texcoord;
+out vec2 emissive_texcoord;
+
+out vec4 vertex_color;
+
+void main()
+{
+ //transform vertex
+ vec4 vert = modelview_projection_matrix * vec4(position.xyz, 1.0);
+ gl_Position = vert;
+
+ basecolor_texcoord = (texture_matrix0 * vec4(texture_basecolor_matrix * vec3(texcoord0,1), 1)).xy;
+ emissive_texcoord = (texture_matrix0 * vec4(texture_emissive_matrix * vec3(texcoord0,1), 1)).xy;
+
+ vertex_color = diffuse_color;
+}
+
+#endif