diff options
author | Dave Parks <davep@lindenlab.com> | 2022-09-08 10:06:53 -0500 |
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committer | Dave Parks <davep@lindenlab.com> | 2022-09-08 10:06:53 -0500 |
commit | 8ad7240a3bb626ebaabcc81fb8155a8cbb5adf39 (patch) | |
tree | 6830de5176cf8562b3e50a847496d8fe97bb00f1 /indra/newview/app_settings/shaders/class1/deferred/pbropaqueF.glsl | |
parent | abf788175c451046f82cc9aeaddc894c47863ffa (diff) |
SL-18095 WIP -- Add Mikktspace tangent generation for PBR materials and switch to per-pixel binormal generation. Still bugged with some test content.
Diffstat (limited to 'indra/newview/app_settings/shaders/class1/deferred/pbropaqueF.glsl')
-rw-r--r-- | indra/newview/app_settings/shaders/class1/deferred/pbropaqueF.glsl | 29 |
1 files changed, 12 insertions, 17 deletions
diff --git a/indra/newview/app_settings/shaders/class1/deferred/pbropaqueF.glsl b/indra/newview/app_settings/shaders/class1/deferred/pbropaqueF.glsl index f5b5698305..69019667de 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/pbropaqueF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/pbropaqueF.glsl @@ -42,6 +42,8 @@ uniform vec3 emissiveColor; #ifdef HAS_NORMAL_MAP uniform sampler2D bumpMap; + VARYING vec3 vary_tangent; + flat in float vary_sign; #endif #ifdef HAS_EMISSIVE_MAP @@ -66,9 +68,6 @@ VARYING vec4 vertex_color; VARYING vec2 vary_texcoord0; #ifdef HAS_NORMAL_MAP VARYING vec3 vary_normal; -VARYING vec3 vary_mat0; -VARYING vec3 vary_mat1; -VARYING vec3 vary_mat2; VARYING vec2 vary_texcoord1; #endif @@ -94,21 +93,14 @@ void main() vec3 col = vertex_color.rgb * albedo.rgb; -#ifdef HAS_NORMAL_MAP - vec4 norm = texture2D(bumpMap, vary_texcoord1.xy); - norm.xyz = normalize(norm.xyz * 2 - 1); - - vec3 tnorm = vec3(dot(norm.xyz,vary_mat0), - dot(norm.xyz,vary_mat1), - dot(norm.xyz,vary_mat2)); -#else - vec4 norm = vec4(0,0,0,1.0); -// vec3 tnorm = vary_normal; - vec3 tnorm = vec3(0,0,1); -#endif + // from mikktspace.com + vec4 vNt = texture2D(bumpMap, vary_texcoord1.xy)*2.0-1.0; + float sign = vary_sign; + vec3 vN = vary_normal; + vec3 vT = vary_tangent.xyz; - tnorm = normalize(tnorm.xyz); - norm.xyz = tnorm.xyz; + vec3 vB = sign * cross(vN, vT); + vec3 tnorm = normalize( vNt.x * vT + vNt.y * vB + vNt.z * vN ); // RGB = Occlusion, Roughness, Metal // default values, see LLViewerTexture::sDefaultPBRORMImagep @@ -155,6 +147,9 @@ void main() tnorm *= gl_FrontFacing ? 1.0 : -1.0; + //col = vec3(0,0,0); + //emissive = vary_tangent.xyz*0.5+0.5; + //emissive = vec3(vary_sign*0.5+0.5); // See: C++: addDeferredAttachments(), GLSL: softenLightF frag_data[0] = vec4(col, 0.0); // Diffuse frag_data[1] = vec4(emissive, vertex_color.a); // PBR sRGB Emissive |