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author | cosmic-linden <111533034+cosmic-linden@users.noreply.github.com> | 2024-05-15 10:09:39 -0700 |
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committer | GitHub <noreply@github.com> | 2024-05-15 10:09:39 -0700 |
commit | 1cca0d7c693d3fe775147af39369e39976fc2aa6 (patch) | |
tree | bc4f9bac74ce92e398cf79015119572f1a829a7f /indra/newview/app_settings/shaders/class1/deferred/pbrterrainV.glsl | |
parent | 1e9e5a7b7629276d509c352699fb5891c2dc6587 (diff) | |
parent | ae6a402b7a26aa4ec3258b3e0b68919602e03d23 (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.glsl | 14 |
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); |