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authorDave Parks <davep@lindenlab.com>2023-02-28 12:08:46 -0600
committerDave Parks <davep@lindenlab.com>2023-02-28 12:08:46 -0600
commit9a024172da94871716791174079c7f9f5eb23f45 (patch)
tree09181115e44a29b5850f845e252223bdfa94f3e9 /indra/newview/app_settings/shaders/class1/deferred/textureUtilV.glsl
parent36f37ebf8a97cf1d5dacf6c8df41bf08375ac002 (diff)
parent4478decbe8d085d1de02813712d8d55952e6c4b2 (diff)
Merge branch 'DRTVWR-559' of github.com:secondlife/viewer into DRTVWR-559
Diffstat (limited to 'indra/newview/app_settings/shaders/class1/deferred/textureUtilV.glsl')
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/textureUtilV.glsl4
1 files changed, 2 insertions, 2 deletions
diff --git a/indra/newview/app_settings/shaders/class1/deferred/textureUtilV.glsl b/indra/newview/app_settings/shaders/class1/deferred/textureUtilV.glsl
index 39cc07d2d1..71f7ec52c4 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/textureUtilV.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/textureUtilV.glsl
@@ -58,7 +58,7 @@ vec2 khr_texture_transform(vec2 texcoord, vec2 scale, float rotation, vec2 offse
// animations, available through LSL script functions such as
// LlSetTextureAnim. It assumes a right-handed UV coordinate system.
// texcoord - The final texcoord to use for image sampling
-vec2 texture_transform(vec2 vertex_texcoord, vec2 khr_gltf_scale, float khr_gltf_rotation, vec2 khr_gltf_offset, mat4 sl_animation_transform)
+vec2 texture_transform(vec2 vertex_texcoord, vec4[2] khr_gltf_transform, mat4 sl_animation_transform)
{
vec2 texcoord = vertex_texcoord;
@@ -67,7 +67,7 @@ vec2 texture_transform(vec2 vertex_texcoord, vec2 khr_gltf_scale, float khr_gltf
// Convert to left-handed coordinate system. The offset of 1 is necessary
// for rotations to be applied correctly.
texcoord.y = 1.0 - texcoord.y;
- texcoord = khr_texture_transform(texcoord, khr_gltf_scale, khr_gltf_rotation, khr_gltf_offset);
+ texcoord = khr_texture_transform(texcoord, khr_gltf_transform[0].xy, khr_gltf_transform[0].z, khr_gltf_transform[1].xy);
// Convert back to right-handed coordinate system
texcoord.y = 1.0 - texcoord.y;