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authorCosmic Linden <cosmic@lindenlab.com>2022-10-31 09:42:27 -0700
committerCosmic Linden <cosmic@lindenlab.com>2022-11-02 12:55:18 -0700
commit9e7b725c15ea0bfea5246eb81dd7a100b7ac5b6b (patch)
treebbc065c955992f45933c0f9d83d61761121d589f /indra/newview/app_settings/shaders/class2
parentd042ad67ed4db72bf0265804e26610e565f15cf2 (diff)
SL-18485: Render GLTF materials with extension KHR_texture_transform with approprate texture transforms
Diffstat (limited to 'indra/newview/app_settings/shaders/class2')
-rw-r--r--indra/newview/app_settings/shaders/class2/deferred/pbralphaF.glsl41
1 files changed, 21 insertions, 20 deletions
diff --git a/indra/newview/app_settings/shaders/class2/deferred/pbralphaF.glsl b/indra/newview/app_settings/shaders/class2/deferred/pbralphaF.glsl
index b39f834e41..6500c4bb1f 100644
--- a/indra/newview/app_settings/shaders/class2/deferred/pbralphaF.glsl
+++ b/indra/newview/app_settings/shaders/class2/deferred/pbralphaF.glsl
@@ -45,17 +45,21 @@ uniform vec3 moon_dir;
out vec4 frag_color;
#ifdef HAS_SUN_SHADOW
- VARYING vec3 vary_fragcoord;
+ in vec3 vary_fragcoord;
uniform vec2 screen_res;
#endif
-VARYING vec3 vary_position;
-VARYING vec4 vertex_color;
-VARYING vec2 vary_texcoord0;
-VARYING vec2 vary_texcoord1;
-VARYING vec2 vary_texcoord2;
-VARYING vec3 vary_normal;
-VARYING vec3 vary_tangent;
+in vec3 vary_position;
+
+in vec2 basecolor_texcoord;
+in vec2 normal_texcoord;
+in vec2 metallic_roughness_texcoord;
+in vec2 emissive_texcoord;
+
+in vec4 vertex_color;
+
+in vec3 vary_normal;
+in vec3 vary_tangent;
flat in float vary_sign;
@@ -155,21 +159,18 @@ void main()
waterClip(pos);
-// IF .mFeatures.mIndexedTextureChannels = LLGLSLShader::sIndexedTextureChannels;
-// vec3 col = vertex_color.rgb * diffuseLookup(vary_texcoord0.xy).rgb;
-// else
- vec4 albedo = texture(diffuseMap, vary_texcoord0.xy).rgba;
- albedo.rgb = srgb_to_linear(albedo.rgb);
+ vec4 basecolor = texture(diffuseMap, basecolor_texcoord.xy).rgba;
+ basecolor.rgb = srgb_to_linear(basecolor.rgb);
#ifdef HAS_ALPHA_MASK
- if (albedo.a < minimum_alpha)
+ if (basecolor.a < minimum_alpha)
{
discard;
}
#endif
- vec3 baseColor = vertex_color.rgb * albedo.rgb;
+ vec3 col = vertex_color.rgb * basecolor.rgb;
- vec3 vNt = texture(bumpMap, vary_texcoord1.xy).xyz*2.0-1.0;
+ vec3 vNt = texture(bumpMap, normal_texcoord.xy).xyz*2.0-1.0;
float sign = vary_sign;
vec3 vN = vary_normal;
vec3 vT = vary_tangent.xyz;
@@ -192,7 +193,7 @@ void main()
scol = sampleDirectionalShadow(pos.xyz, norm.xyz, frag);
#endif
- vec3 orm = texture(specularMap, vary_texcoord2.xy).rgb; //orm is packed into "emissiveRect" to keep the data in linear color space
+ vec3 orm = texture(specularMap, metallic_roughness_texcoord.xy).rgb; //orm is packed into "emissiveRect" to keep the data in linear color space
float perceptualRoughness = orm.g * roughnessFactor;
float metallic = orm.b * metallicFactor;
@@ -201,7 +202,7 @@ void main()
// emissiveColor is the emissive color factor from GLTF and is already in linear space
vec3 colorEmissive = emissiveColor;
// emissiveMap here is a vanilla RGB texture encoded as sRGB, manually convert to linear
- colorEmissive *= srgb_to_linear(texture2D(emissiveMap, vary_texcoord0.xy).rgb);
+ colorEmissive *= srgb_to_linear(texture2D(emissiveMap, emissive_texcoord.xy).rgb);
// PBR IBL
float gloss = 1.0 - perceptualRoughness;
@@ -214,7 +215,7 @@ void main()
vec3 diffuseColor;
vec3 specularColor;
- calcDiffuseSpecular(baseColor.rgb, metallic, diffuseColor, specularColor);
+ calcDiffuseSpecular(col.rgb, metallic, diffuseColor, specularColor);
vec3 v = -normalize(pos.xyz);
color = pbrBaseLight(diffuseColor, specularColor, metallic, v, norm.xyz, perceptualRoughness, light_dir, sunlit, scol, radiance, irradiance, colorEmissive, ao, additive, atten);
@@ -235,5 +236,5 @@ void main()
color.rgb += light.rgb;
- frag_color = vec4(color.rgb,albedo.a * vertex_color.a);
+ frag_color = vec4(color.rgb,basecolor.a * vertex_color.a);
}