diff options
author | Cosmic Linden <cosmic@lindenlab.com> | 2023-10-13 09:57:24 -0700 |
---|---|---|
committer | Cosmic Linden <cosmic@lindenlab.com> | 2023-10-13 09:57:24 -0700 |
commit | 49a5b79c2b1ba5f4b909d1bfab89bb7ad9c1e888 (patch) | |
tree | 8b523f42c6c778967fa01a54db186fab1df1c520 /indra/newview/app_settings/shaders/class1/deferred | |
parent | 474923e3cb29df35e8807006ad16861eb1dc24d0 (diff) |
DRTVWR-592: (WIP) Debugging, rethinking
Diffstat (limited to 'indra/newview/app_settings/shaders/class1/deferred')
-rw-r--r-- | indra/newview/app_settings/shaders/class1/deferred/pbrterrainF.glsl | 3 | ||||
-rw-r--r-- | indra/newview/app_settings/shaders/class1/deferred/pbrterrainV.glsl | 7 |
2 files changed, 10 insertions, 0 deletions
diff --git a/indra/newview/app_settings/shaders/class1/deferred/pbrterrainF.glsl b/indra/newview/app_settings/shaders/class1/deferred/pbrterrainF.glsl index 96903aeba8..2426199056 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/pbrterrainF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/pbrterrainF.glsl @@ -33,6 +33,8 @@ uniform sampler2D alpha_ramp; in vec3 pos; in vec3 vary_normal; +in vec3 vary_tangent; // TODO: Decide if we want to keep this +flat in float vary_sign; // TODO: Decide if we want to keep this in vec4 vary_texcoord0; in vec4 vary_texcoord1; @@ -53,6 +55,7 @@ void main() outColor.a = 0.0; // yes, downstream atmospherics frag_data[0] = outColor; + frag_data[0] = vec4((0.5 * (1.0 + vary_sign)) * vary_tangent.xyz, 1.0); // TODO: Remove frag_data[1] = vec4(0.0,0.0,0.0,-1.0); vec3 nvn = normalize(vary_normal); frag_data[2] = vec4(encode_normal(nvn.xyz), 0.0, GBUFFER_FLAG_HAS_ATMOS); diff --git a/indra/newview/app_settings/shaders/class1/deferred/pbrterrainV.glsl b/indra/newview/app_settings/shaders/class1/deferred/pbrterrainV.glsl index e8747a1f6b..fcc4448a80 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/pbrterrainV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/pbrterrainV.glsl @@ -29,15 +29,20 @@ uniform mat4 modelview_projection_matrix; in vec3 position; in vec3 normal; +in vec4 tangent; 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 vec4 vary_texcoord0; out vec4 vary_texcoord1; +out vec4 debug_tangent; // TODO: Remove + uniform vec4 object_plane_s; uniform vec4 object_plane_t; @@ -65,6 +70,8 @@ void main() pos = t_pos.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 // Transform and pass tex coords vary_texcoord0.xy = texgen_object(vec4(position, 1.0), vec4(texcoord0,0,1), texture_matrix0, object_plane_s, object_plane_t).xy; |