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author | Erik Kundiman <erik@megapahit.org> | 2024-08-31 21:25:47 +0800 |
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committer | Erik Kundiman <erik@megapahit.org> | 2024-09-01 20:43:42 +0800 |
commit | 95582654e49422d51b55665c3f2821c848ad1cb8 (patch) | |
tree | d6d03a887b8e1b6c3be1b139d63b1638c5d0fdcd /indra/newview/app_settings/shaders/class1/deferred/textureUtilV.glsl | |
parent | ab3f483a3e5ed213882a83b882095cfdb6a4de57 (diff) | |
parent | b0fefd62adbf51f32434ba077e9f52d8a9241d15 (diff) |
Merge remote-tracking branch 'secondlife/release/2024.08-DeltaFPS' into 2024.08-DeltaFPS
Diffstat (limited to 'indra/newview/app_settings/shaders/class1/deferred/textureUtilV.glsl')
-rw-r--r-- | indra/newview/app_settings/shaders/class1/deferred/textureUtilV.glsl | 74 |
1 files changed, 50 insertions, 24 deletions
diff --git a/indra/newview/app_settings/shaders/class1/deferred/textureUtilV.glsl b/indra/newview/app_settings/shaders/class1/deferred/textureUtilV.glsl index 767416d564..c75a0e0d5d 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/textureUtilV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/textureUtilV.glsl @@ -94,36 +94,48 @@ vec2 terrain_texture_transform(vec2 vertex_texcoord, vec4[2] khr_gltf_transform) // Take the rotation only from both transforms and apply to the tangent. This // accounts for the change of the topology of the normal texture when a texture // rotation is applied to it. +// In practice, this applies the inverse of the texture transform to the tangent. +// It is effectively an inverse of the rotation // *HACK: Assume the imported GLTF model did not have both normal texture // transforms and tangent vertices. The use of this function is inconsistent // with the GLTF sample viewer when that is the case. See getNormalInfo in // https://raw.githubusercontent.com/KhronosGroup/glTF-Sample-Viewer/47a191931461a6f2e14de48d6da0f0eb6ec2d147/source/Renderer/shaders/material_info.glsl // We may want to account for this case during GLTF model import. // -Cosmic,2023-06-06 -vec3 tangent_space_transform(vec4 vertex_tangent, vec3 vertex_normal, vec4[2] khr_gltf_transform, mat4 sl_animation_transform) +vec4 tangent_space_transform(vec4 vertex_tangent, vec3 vertex_normal, vec4[2] khr_gltf_transform, mat4 sl_animation_transform) { - vec2 weights = vec2(0, 1); - - // Apply texture animation first to avoid shearing and other artifacts (rotation only) - mat2 sl_rot_scale; - sl_rot_scale[0][0] = sl_animation_transform[0][0]; - sl_rot_scale[0][1] = sl_animation_transform[0][1]; - sl_rot_scale[1][0] = sl_animation_transform[1][0]; - sl_rot_scale[1][1] = sl_animation_transform[1][1]; - weights = sl_rot_scale * weights; - // Remove scale - weights = normalize(weights); - - // Convert to left-handed coordinate system - weights.y = -weights.y; + // Immediately convert to left-handed coordinate system, but it has no + // effect here because y is 0 ((1,0) -> (1,0)) + vec2 weights = vec2(1, 0); - // Apply KHR_texture_transform (rotation only) - float khr_rotation = khr_gltf_transform[0].z; + // Apply inverse KHR_texture_transform (rotation and scale sign only) + float khr_rotation = -khr_gltf_transform[0].z; mat2 khr_rotation_mat = mat2( cos(khr_rotation),-sin(khr_rotation), sin(khr_rotation), cos(khr_rotation) ); weights = khr_rotation_mat * weights; + vec2 khr_scale_sign = sign(khr_gltf_transform[0].xy); + weights *= khr_scale_sign.xy; + + // *NOTE: Delay conversion to right-handed coordinate system here, to + // remove the need for computing the inverse of the SL texture animation + // matrix. + + // Apply texture animation last to avoid shearing and other artifacts (rotation only) + mat2 inv_sl_rot_scale; + inv_sl_rot_scale[0][0] = sl_animation_transform[0][0]; + inv_sl_rot_scale[0][1] = sl_animation_transform[0][1]; + inv_sl_rot_scale[1][0] = sl_animation_transform[1][0]; + inv_sl_rot_scale[1][1] = sl_animation_transform[1][1]; + weights = inv_sl_rot_scale * weights; + // *NOTE: Scale to be removed later + + // Set weights to default if 0 for some reason + weights.x += 1.0 - abs(sign(sign(weights.x) + (0.5 * sign(weights.y)))); + + // Remove scale from SL texture animation transform + weights = normalize(weights); // Convert back to right-handed coordinate system weights.y = -weights.y; @@ -132,27 +144,41 @@ vec3 tangent_space_transform(vec4 vertex_tangent, vec3 vertex_normal, vec4[2] kh // from the normal and tangent, as seen in the fragment shader vec3 vertex_binormal = vertex_tangent.w * cross(vertex_normal, vertex_tangent.xyz); - return (weights.x * vertex_binormal.xyz) + (weights.y * vertex_tangent.xyz); + // An additional sign flip prevents the binormal from being flipped as a + // result of a propagation of the tangent sign during the cross product. + float sign_flip = khr_scale_sign.x * khr_scale_sign.y; + return vec4((weights.x * vertex_tangent.xyz) + (weights.y * vertex_binormal.xyz), vertex_tangent.w * sign_flip); } // Similar to tangent_space_transform but no texture animation support. -vec3 terrain_tangent_space_transform(vec4 vertex_tangent, vec3 vertex_normal, vec4[2] khr_gltf_transform) +vec4 terrain_tangent_space_transform(vec4 vertex_tangent, vec3 vertex_normal, vec4[2] khr_gltf_transform) { - // Immediately convert to left-handed coordinate system ((0,1) -> (0, -1)) - vec2 weights = vec2(0, -1); + // Immediately convert to left-handed coordinate system, but it has no + // effect here because y is 0 ((1,0) -> (1,0)) + vec2 weights = vec2(1, 0); - // Apply KHR_texture_transform (rotation only) - float khr_rotation = khr_gltf_transform[0].z; + // Apply inverse KHR_texture_transform (rotation and scale sign only) + float khr_rotation = -khr_gltf_transform[0].z; mat2 khr_rotation_mat = mat2( cos(khr_rotation),-sin(khr_rotation), sin(khr_rotation), cos(khr_rotation) ); weights = khr_rotation_mat * weights; + vec2 khr_scale_sign = sign(khr_gltf_transform[0].xy); + weights *= khr_scale_sign.xy; + + // Set weights to default if 0 for some reason + weights.x += 1.0 - abs(sign(sign(weights.x) + (0.5 * sign(weights.y)))); // Convert back to right-handed coordinate system weights.y = -weights.y; + // Similar to the MikkTSpace-compatible method of extracting the binormal + // from the normal and tangent, as seen in the fragment shader vec3 vertex_binormal = vertex_tangent.w * cross(vertex_normal, vertex_tangent.xyz); - return (weights.x * vertex_binormal.xyz) + (weights.y * vertex_tangent.xyz); + // An additional sign flip prevents the binormal from being flipped as a + // result of a propagation of the tangent sign during the cross product. + float sign_flip = khr_scale_sign.x * khr_scale_sign.y; + return vec4((weights.x * vertex_tangent.xyz) + (weights.y * vertex_binormal.xyz), vertex_tangent.w * sign_flip); } |