diff options
author | Cosmic Linden <cosmic@lindenlab.com> | 2023-10-13 09:57:40 -0700 |
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committer | Cosmic Linden <cosmic@lindenlab.com> | 2023-10-13 09:57:40 -0700 |
commit | 7376b3e4b9c03f3ff3aa0c431c66916ac655a692 (patch) | |
tree | 8d82474383a36d7333e25230f9bcf587b49d2638 /indra/newview/app_settings/shaders/class1/deferred/pbrterrainV.glsl | |
parent | 763a9b5249640ef71d532ff3c9c28418bd90fb68 (diff) |
DRTVWR-592: (WIP) (does not run) PBR terrain rendering - begin work on shaders, uniforms
Diffstat (limited to 'indra/newview/app_settings/shaders/class1/deferred/pbrterrainV.glsl')
-rw-r--r-- | indra/newview/app_settings/shaders/class1/deferred/pbrterrainV.glsl | 21 |
1 files changed, 9 insertions, 12 deletions
diff --git a/indra/newview/app_settings/shaders/class1/deferred/pbrterrainV.glsl b/indra/newview/app_settings/shaders/class1/deferred/pbrterrainV.glsl index fcc4448a80..cbfe9f3ea5 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/pbrterrainV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/pbrterrainV.glsl @@ -34,15 +34,12 @@ in vec4 diffuse_color; in vec2 texcoord0; in vec2 texcoord1; -out vec3 pos; out vec3 vary_normal; -out vec3 vary_tangent; // TODO: Decide if we want to keep this -flat out float vary_sign; // TODO: Decide if we want to keep this +out vec3 vary_tangent; +flat out float vary_sign; out vec4 vary_texcoord0; out vec4 vary_texcoord1; -out vec4 debug_tangent; // TODO: Remove - uniform vec4 object_plane_s; uniform vec4 object_plane_t; @@ -63,17 +60,17 @@ vec4 texgen_object(vec4 vpos, vec4 tc, mat4 mat, vec4 tp0, vec4 tp1) void main() { //transform vertex - vec4 pre_pos = vec4(position.xyz, 1.0); - vec4 t_pos = modelview_projection_matrix * pre_pos; + gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0); - gl_Position = t_pos; - pos = t_pos.xyz; + vec3 n = normal_matrix * normal; + vec3 t = normal_matrix * tangent.xyz; - vary_normal = normalize(normal_matrix * normal); - vary_tangent = normalize(normal_matrix * tangent.xyz); // TODO: Decide if we want to keep this - vary_sign = tangent.w; // TODO: Decide if we want to keep this + vary_tangent = normalize(t); + vary_sign = tangent.w; + vary_normal = normalize(n); // Transform and pass tex coords + // *NOTE: KHR texture transform is ignored for now vary_texcoord0.xy = texgen_object(vec4(position, 1.0), vec4(texcoord0,0,1), texture_matrix0, object_plane_s, object_plane_t).xy; vec4 t = vec4(texcoord1,0,1); |