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authorCosmic Linden <cosmic@lindenlab.com>2023-02-24 18:10:49 -0800
committerCosmic Linden <cosmic@lindenlab.com>2023-02-24 18:10:49 -0800
commit7a533f368231c7e1135891c05e03412d0fdb9fdb (patch)
tree2df937b4a9e8daee1ee6254b6b27d04e25996dcf /indra/newview/app_settings/shaders
parent33085b9d830ac1db280d678760b3972798aa1129 (diff)
SL-19269: For PBR materials, apply texture animation independently of the underlying texture transform
Diffstat (limited to 'indra/newview/app_settings/shaders')
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/textureUtilV.glsl3
1 files changed, 2 insertions, 1 deletions
diff --git a/indra/newview/app_settings/shaders/class1/deferred/textureUtilV.glsl b/indra/newview/app_settings/shaders/class1/deferred/textureUtilV.glsl
index 6ad317ca63..39cc07d2d1 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/textureUtilV.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/textureUtilV.glsl
@@ -62,13 +62,14 @@ vec2 texture_transform(vec2 vertex_texcoord, vec2 khr_gltf_scale, float khr_gltf
{
vec2 texcoord = vertex_texcoord;
+ // Apply texture animation first to avoid shearing and other artifacts
+ texcoord = (sl_animation_transform * vec4(texcoord, 0, 1)).xy;
// 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);
// Convert back to right-handed coordinate system
texcoord.y = 1.0 - texcoord.y;
- texcoord = (sl_animation_transform * vec4(texcoord, 0, 1)).xy;
// To make things more confusing, all SL image assets are upside-down
// We may need an additional sign flip here when we implement a Vulkan backend