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authorCosmic Linden <cosmic@lindenlab.com>2023-10-13 10:40:02 -0700
committerCosmic Linden <cosmic@lindenlab.com>2023-10-13 10:40:02 -0700
commite6777d566fddc79d1194a2090e5df5b609285d89 (patch)
treec2bea3bf56dcffefc5ec7d18b33e141f2c79d65c /indra/newview/app_settings/shaders/class1/deferred/pbrterrainUtilF.glsl
parentbb0ae367d705e6d45f21526b26caa962824d6375 (diff)
DRTVWR-592: Fix not thresholding texture lookups for non-normal textures. Also decrease threshold to (hopefully) reasonable level
Diffstat (limited to 'indra/newview/app_settings/shaders/class1/deferred/pbrterrainUtilF.glsl')
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/pbrterrainUtilF.glsl72
1 files changed, 62 insertions, 10 deletions
diff --git a/indra/newview/app_settings/shaders/class1/deferred/pbrterrainUtilF.glsl b/indra/newview/app_settings/shaders/class1/deferred/pbrterrainUtilF.glsl
index 4f2619f811..b89edc9731 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/pbrterrainUtilF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/pbrterrainUtilF.glsl
@@ -69,6 +69,7 @@ vec4 terrain_mix(vec4[4] samples, float alpha1, float alpha2, float alphaFinal)
// Pre-transformed texture coordinates for each axial uv slice (Packing: xy, yz, (-x)z, unused)
#define TerrainCoord vec4[2]
+#define TERRAIN_TRIPLANAR_MIX_THRESHOLD 0.01
vec4 _t_texture(sampler2D tex, vec2 uv_unflipped, float sign)
{
@@ -89,12 +90,63 @@ vec3 _t_texture_n(sampler2D tex, vec2 uv_unflipped, float sign)
vec4 terrain_texture(sampler2D tex, TerrainCoord terrain_coord)
{
- // Multiplying the UVs by the sign of the normal flips the texture upright.
- vec4 x = _t_texture(tex, terrain_coord[0].zw, sign(vary_vertex_normal.x));
- vec4 y = _t_texture(tex, terrain_coord[1].xy, sign(vary_vertex_normal.y));
- vec4 z = _t_texture(tex, terrain_coord[0].xy, sign(vary_vertex_normal.z));
float sharpness = TERRAIN_TRIPLANAR_BLEND_FACTOR;
- vec3 weight = pow(abs(vary_vertex_normal), vec3(sharpness));
+ vec3 weight = normalize(pow(abs(vary_vertex_normal), vec3(sharpness)));
+ float threshold = TERRAIN_TRIPLANAR_MIX_THRESHOLD;
+ weight = max(vec3(0), sign(weight - threshold));
+
+ #define SAMPLE_X 1 << 2
+ #define SAMPLE_Y 1 << 1
+ #define SAMPLE_Z 1 << 0
+ int sample_type = (int(weight.x) * SAMPLE_X) |
+ (int(weight.y) * SAMPLE_Y) |
+ (int(weight.z) * SAMPLE_Z);
+ #define terrain_coord_x terrain_coord[0].zw
+ #define terrain_coord_y terrain_coord[1].xy
+ #define terrain_coord_z terrain_coord[0].xy
+ vec4 x;
+ vec4 y;
+ vec4 z;
+ switch (sample_type)
+ {
+ case SAMPLE_X | SAMPLE_Y | SAMPLE_Z:
+ x = _t_texture(tex, terrain_coord_x, sign(vary_vertex_normal.x));
+ y = _t_texture(tex, terrain_coord_y, sign(vary_vertex_normal.y));
+ z = _t_texture(tex, terrain_coord_z, sign(vary_vertex_normal.z));
+ break;
+ case SAMPLE_X | SAMPLE_Y:
+ x = _t_texture(tex, terrain_coord_x, sign(vary_vertex_normal.x));
+ y = _t_texture(tex, terrain_coord_y, sign(vary_vertex_normal.y));
+ z = vec4(0);
+ break;
+ case SAMPLE_X | SAMPLE_Z:
+ x = _t_texture(tex, terrain_coord_x, sign(vary_vertex_normal.x));
+ y = vec4(0);
+ z = _t_texture(tex, terrain_coord_z, sign(vary_vertex_normal.z));
+ break;
+ case SAMPLE_Y | SAMPLE_Z:
+ x = vec4(0);
+ y = _t_texture(tex, terrain_coord_y, sign(vary_vertex_normal.y));
+ z = _t_texture(tex, terrain_coord_z, sign(vary_vertex_normal.z));
+ break;
+ case SAMPLE_X:
+ x = _t_texture(tex, terrain_coord_x, sign(vary_vertex_normal.x));
+ y = vec4(0);
+ z = vec4(0);
+ break;
+ case SAMPLE_Y:
+ x = vec4(0);
+ y = _t_texture(tex, terrain_coord_y, sign(vary_vertex_normal.y));
+ z = vec4(0);
+ break;
+ case SAMPLE_Z:
+ default:
+ x = vec4(0);
+ y = vec4(0);
+ z = _t_texture(tex, terrain_coord_z, sign(vary_vertex_normal.z));
+ break;
+ }
+
return ((x * weight.x) + (y * weight.y) + (z * weight.z)) / (weight.x + weight.y + weight.z);
}
@@ -110,16 +162,16 @@ vec4 terrain_texture(sampler2D tex, TerrainCoord terrain_coord)
vec3 terrain_texture_normal(sampler2D tex, TerrainCoord terrain_coord)
{
float sharpness = TERRAIN_TRIPLANAR_BLEND_FACTOR;
- vec3 weight = pow(abs(vary_vertex_normal), vec3(sharpness));
- float threshold = 0.1;
+ vec3 weight = normalize(pow(abs(vary_vertex_normal), vec3(sharpness)));
+ float threshold = TERRAIN_TRIPLANAR_MIX_THRESHOLD;
weight = max(vec3(0), sign(weight - threshold));
- int sample_type = (int(weight.x) << 2) |
- (int(weight.y) << 1) |
- (int(weight.z) << 0);
#define SAMPLE_X 1 << 2
#define SAMPLE_Y 1 << 1
#define SAMPLE_Z 1 << 0
+ int sample_type = (int(weight.x) * SAMPLE_X) |
+ (int(weight.y) * SAMPLE_Y) |
+ (int(weight.z) * SAMPLE_Z);
#define terrain_coord_x terrain_coord[0].zw
#define terrain_coord_y terrain_coord[1].xy
#define terrain_coord_z terrain_coord[0].xy