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authorcosmic-linden <111533034+cosmic-linden@users.noreply.github.com>2024-05-15 10:09:39 -0700
committerGitHub <noreply@github.com>2024-05-15 10:09:39 -0700
commit1cca0d7c693d3fe775147af39369e39976fc2aa6 (patch)
treebc4f9bac74ce92e398cf79015119572f1a829a7f /indra/newview/app_settings/shaders/class1/deferred/pbrterrainV.glsl
parent1e9e5a7b7629276d509c352699fb5891c2dc6587 (diff)
parentae6a402b7a26aa4ec3258b3e0b68919602e03d23 (diff)
Merge pull request #1482 from secondlife/v-1474
secondlife/viewer#1474: Remove small texture offset from PBR terrain
Diffstat (limited to 'indra/newview/app_settings/shaders/class1/deferred/pbrterrainV.glsl')
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/pbrterrainV.glsl14
1 files changed, 7 insertions, 7 deletions
diff --git a/indra/newview/app_settings/shaders/class1/deferred/pbrterrainV.glsl b/indra/newview/app_settings/shaders/class1/deferred/pbrterrainV.glsl
index 489fc26e3f..d7c8fe1861 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/pbrterrainV.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/pbrterrainV.glsl
@@ -50,8 +50,8 @@ out vec3 vary_position;
// tangent_space_transform below.
uniform vec4[2] texture_base_color_transform;
-vec2 texture_transform(vec2 vertex_texcoord, vec4[2] khr_gltf_transform, mat4 sl_animation_transform);
-vec3 tangent_space_transform(vec4 vertex_tangent, vec3 vertex_normal, vec4[2] khr_gltf_transform, mat4 sl_animation_transform);
+vec2 terrain_texture_transform(vec2 vertex_texcoord, vec4[2] khr_gltf_transform);
+vec3 terrain_tangent_space_transform(vec4 vertex_tangent, vec3 vertex_normal, vec4[2] khr_gltf_transform);
void main()
{
@@ -70,7 +70,7 @@ void main()
// *HACK: Should be using texture_normal_transform here. The KHR texture
// transform spec requires handling texture transforms separately for each
// individual texture.
- vary_tangent = normalize(tangent_space_transform(vec4(t, tangent.w), n, texture_base_color_transform, texture_matrix0));
+ vary_tangent = normalize(terrain_tangent_space_transform(vec4(t, tangent.w), n, texture_base_color_transform));
vary_sign = tangent.w;
vary_normal = normalize(n);
@@ -80,13 +80,13 @@ void main()
// separately for each individual texture.
#if TERRAIN_PLANAR_TEXTURE_SAMPLE_COUNT == 3
// xy
- vary_coords[0].xy = texture_transform(position.xy, texture_base_color_transform, texture_matrix0);
+ vary_coords[0].xy = terrain_texture_transform(position.xy, texture_base_color_transform);
// yz
- vary_coords[0].zw = texture_transform(position.yz, texture_base_color_transform, texture_matrix0);
+ vary_coords[0].zw = terrain_texture_transform(position.yz, texture_base_color_transform);
// (-x)z
- vary_coords[1].xy = texture_transform(position.xz * vec2(-1, 1), texture_base_color_transform, texture_matrix0);
+ vary_coords[1].xy = terrain_texture_transform(position.xz * vec2(-1, 1), texture_base_color_transform);
#elif TERRAIN_PLANAR_TEXTURE_SAMPLE_COUNT == 1
- vary_texcoord0.xy = texture_transform(position.xy, texture_base_color_transform, texture_matrix0);
+ vary_texcoord0.xy = terrain_texture_transform(position.xy, texture_base_color_transform);
#endif
vec4 tc = vec4(texcoord1,0,1);