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authorCosmic Linden <cosmic@lindenlab.com>2023-10-13 09:57:40 -0700
committerCosmic Linden <cosmic@lindenlab.com>2023-10-13 09:57:40 -0700
commit7376b3e4b9c03f3ff3aa0c431c66916ac655a692 (patch)
tree8d82474383a36d7333e25230f9bcf587b49d2638 /indra/newview/app_settings/shaders/class1/deferred/pbrterrainV.glsl
parent763a9b5249640ef71d532ff3c9c28418bd90fb68 (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.glsl21
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);