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authorJonathan "Geenz" Goodman <geenz@lindenlab.com>2024-11-25 20:56:03 -0500
committerGitHub <noreply@github.com>2024-11-25 20:56:03 -0500
commitd65fb7cec8ce36ce7f6ff082f8d04bdd8bc0208c (patch)
tree0005e8ec095fb31dcd4f8b079af585e3333c365f /indra/newview/app_settings/shaders/class1/gltf
parent7ef6e8fce763eb529ed160ea4ff11e6125e32ed5 (diff)
Drop emissive on old Intel GPUs (#3110)
* #3103 Add the ability to disable the emissive buffer for older GPUs with low memory bandwidth. * #3135 Add a "vintage" mode for slower GPUs * #2719 Fix for skies being overbrightened * #2632 Do not apply tonemapping on legacy skies
Diffstat (limited to 'indra/newview/app_settings/shaders/class1/gltf')
-rw-r--r--indra/newview/app_settings/shaders/class1/gltf/pbrmetallicroughnessF.glsl7
-rw-r--r--indra/newview/app_settings/shaders/class1/gltf/pbrmetallicroughnessV.glsl49
2 files changed, 29 insertions, 27 deletions
diff --git a/indra/newview/app_settings/shaders/class1/gltf/pbrmetallicroughnessF.glsl b/indra/newview/app_settings/shaders/class1/gltf/pbrmetallicroughnessF.glsl
index 1d8a92bac7..daab7c1911 100644
--- a/indra/newview/app_settings/shaders/class1/gltf/pbrmetallicroughnessF.glsl
+++ b/indra/newview/app_settings/shaders/class1/gltf/pbrmetallicroughnessF.glsl
@@ -64,7 +64,7 @@ in vec2 base_color_uv;
in vec2 emissive_uv;
void mirrorClip(vec3 pos);
-vec4 encodeNormal(vec3 norm, float gbuffer_flag);
+vec4 encodeNormal(vec3 n, float env, float gbuffer_flag);
vec3 linear_to_srgb(vec3 c);
vec3 srgb_to_linear(vec3 c);
@@ -243,8 +243,11 @@ void main()
#else
frag_data[0] = max(vec4(basecolor.rgb, 0.0), vec4(0));
frag_data[1] = max(vec4(orm.rgb,0.0), vec4(0));
- frag_data[2] = encodeNormal(norm, GBUFFER_FLAG_HAS_PBR);
+ frag_data[2] = encodeNormal(norm, 0, GBUFFER_FLAG_HAS_PBR);
+
+//#if defined(HAS_EMISSIVE)
frag_data[3] = max(vec4(emissive,0), vec4(0));
+//#endif
#endif
#endif
diff --git a/indra/newview/app_settings/shaders/class1/gltf/pbrmetallicroughnessV.glsl b/indra/newview/app_settings/shaders/class1/gltf/pbrmetallicroughnessV.glsl
index 6a628bc852..f55b83d056 100644
--- a/indra/newview/app_settings/shaders/class1/gltf/pbrmetallicroughnessV.glsl
+++ b/indra/newview/app_settings/shaders/class1/gltf/pbrmetallicroughnessV.glsl
@@ -197,7 +197,7 @@ out vec3 vary_fragcoord;
layout (std140) uniform GLTFJoints
{
- mat3x4 gltf_joints[MAX_NODES_PER_GLTF_OBJECT];
+ vec4 gltf_joints[MAX_NODES_PER_GLTF_OBJECT];
};
@@ -210,27 +210,22 @@ mat4 getGLTFTransform()
vec4 w = weight4;
- uint i1 = joint.x;
- uint i2 = joint.y;
- uint i3 = joint.z;
- uint i4 = joint.w;
+ uint i1 = joint.x*3u;
+ uint i2 = joint.y*3u;
+ uint i3 = joint.z*3u;
+ uint i4 = joint.w*3u;
- mat3 mat = mat3(gltf_joints[i1])*w.x;
- mat += mat3(gltf_joints[i2])*w.y;
- mat += mat3(gltf_joints[i3])*w.z;
- mat += mat3(gltf_joints[i4])*w.w;
-
- vec3 trans = vec3(gltf_joints[i1][0].w,gltf_joints[i1][1].w,gltf_joints[i1][2].w)*w.x;
- trans += vec3(gltf_joints[i2][0].w,gltf_joints[i2][1].w,gltf_joints[i2][2].w)*w.y;
- trans += vec3(gltf_joints[i3][0].w,gltf_joints[i3][1].w,gltf_joints[i3][2].w)*w.z;
- trans += vec3(gltf_joints[i4][0].w,gltf_joints[i4][1].w,gltf_joints[i4][2].w)*w.w;
+ // lerp the joints
+ vec4 v0 = gltf_joints[i1+0u] * w.x + gltf_joints[i2+0u] * w.y + gltf_joints[i3+0u] * w.z + gltf_joints[i4+0u] * w.w;
+ vec4 v1 = gltf_joints[i1+1u] * w.x + gltf_joints[i2+1u] * w.y + gltf_joints[i3+1u] * w.z + gltf_joints[i4+1u] * w.w;
+ vec4 v2 = gltf_joints[i1+2u] * w.x + gltf_joints[i2+2u] * w.y + gltf_joints[i3+2u] * w.z + gltf_joints[i4+2u] * w.w;
+ //unpack into return matrix
mat4 ret;
-
- ret[0] = vec4(mat[0], 0);
- ret[1] = vec4(mat[1], 0);
- ret[2] = vec4(mat[2], 0);
- ret[3] = vec4(trans, 1.0);
+ ret[0] = vec4(v0.xyz, 0);
+ ret[1] = vec4(v1.xyz, 0);
+ ret[2] = vec4(v2.xyz, 0);
+ ret[3] = vec4(v0.w, v1.w, v2.w, 1.0);
return ret;
}
@@ -239,7 +234,7 @@ mat4 getGLTFTransform()
layout (std140) uniform GLTFNodes
{
- mat3x4 gltf_nodes[MAX_NODES_PER_GLTF_OBJECT];
+ vec4 gltf_nodes[MAX_NODES_PER_GLTF_OBJECT];
};
uniform int gltf_node_id = 0;
@@ -247,13 +242,17 @@ uniform int gltf_node_id = 0;
mat4 getGLTFTransform()
{
mat4 ret;
- mat3x4 src = gltf_nodes[gltf_node_id];
+ int idx = gltf_node_id*3;
+
+ vec4 src0 = gltf_nodes[idx+0];
+ vec4 src1 = gltf_nodes[idx+1];
+ vec4 src2 = gltf_nodes[idx+2];
- ret[0] = vec4(src[0].xyz, 0);
- ret[1] = vec4(src[1].xyz, 0);
- ret[2] = vec4(src[2].xyz, 0);
+ ret[0] = vec4(src0.xyz, 0);
+ ret[1] = vec4(src1.xyz, 0);
+ ret[2] = vec4(src2.xyz, 0);
- ret[3] = vec4(src[0].w, src[1].w, src[2].w, 1);
+ ret[3] = vec4(src0.w, src1.w, src2.w, 1);
return ret;
}