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authorCosmic Linden <cosmic@lindenlab.com>2023-10-13 10:39:34 -0700
committerCosmic Linden <cosmic@lindenlab.com>2023-10-13 10:39:34 -0700
commitdb4bc52829ec041ca0366069d07e942f0d32aacd (patch)
tree1b17fa7e6cd418a77059631557599fae13ce0679 /indra/newview/app_settings/shaders
parent23ca385f3dd0304a92e8da54236bc60f4f52e359 (diff)
DRTVWR-592: (WIP) PBR Terrain: Improve orientation of textures and normal maps for triplanar mapping, minor cleanup
Diffstat (limited to 'indra/newview/app_settings/shaders')
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/pbrterrainF.glsl10
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/pbrterrainUtilF.glsl68
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/pbrterrainV.glsl52
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/textureUtilV.glsl2
4 files changed, 93 insertions, 39 deletions
diff --git a/indra/newview/app_settings/shaders/class1/deferred/pbrterrainF.glsl b/indra/newview/app_settings/shaders/class1/deferred/pbrterrainF.glsl
index b9073a9361..7febbe280e 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/pbrterrainF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/pbrterrainF.glsl
@@ -35,7 +35,7 @@ out vec4 frag_data[4];
uniform sampler2D alpha_ramp;
-// *TODO: Configurable quality level which disables PBR features on machines
+// *TODO: More configurable quality level which disables PBR features on machines
// with limited texture availability
// https://registry.khronos.org/glTF/specs/2.0/glTF-2.0.html#additional-textures
uniform sampler2D detail_0_base_color;
@@ -57,7 +57,6 @@ uniform sampler2D detail_2_emissive;
uniform sampler2D detail_3_emissive;
#endif
-// *TODO: More efficient packing?
uniform vec4[4] baseColorFactors; // See also vertex_color in pbropaqueV.glsl
uniform vec4 metallicFactors;
uniform vec4 roughnessFactors;
@@ -66,7 +65,9 @@ uniform vec3[4] emissiveColors;
#endif
uniform vec4 minimum_alphas; // PBR alphaMode: MASK, See: mAlphaCutoff, setAlphaCutoff()
+#if TERRAIN_PLANAR_TEXTURE_SAMPLE_COUNT == 3
in vec4[2] vary_coords;
+#endif
in vec3 vary_normal;
in vec3 vary_tangent;
flat in float vary_sign;
@@ -79,7 +80,7 @@ float terrain_mix(vec4 samples, float alpha1, float alpha2, float alphaFinal);
vec3 sample_and_mix_color3(float alpha1, float alpha2, float alphaFinal, TerrainCoord texcoord, vec3[4] factors, sampler2D tex0, sampler2D tex1, sampler2D tex2, sampler2D tex3);
vec4 sample_and_mix_color4(float alpha1, float alpha2, float alphaFinal, TerrainCoord texcoord, vec4[4] factors, sampler2D tex0, sampler2D tex1, sampler2D tex2, sampler2D tex3);
vec3 sample_and_mix_vector3(float alpha1, float alpha2, float alphaFinal, TerrainCoord texcoord, vec3[4] factors, sampler2D tex0, sampler2D tex1, sampler2D tex2, sampler2D tex3);
-vec3 sample_and_mix_vector3_no_scale(float alpha1, float alpha2, float alphaFinal, TerrainCoord texcoord, sampler2D tex0, sampler2D tex1, sampler2D tex2, sampler2D tex3);
+vec3 sample_and_mix_normal(float alpha1, float alpha2, float alphaFinal, TerrainCoord texcoord, sampler2D tex0, sampler2D tex1, sampler2D tex2, sampler2D tex3);
void main()
{
@@ -101,7 +102,6 @@ void main()
discard;
}
- vec3 normal_texture = sample_and_mix_vector3_no_scale(alpha1, alpha2, alphaFinal, terrain_texcoord, detail_0_normal, detail_1_normal, detail_2_normal, detail_3_normal);
vec3[4] orm_factors;
orm_factors[0] = vec3(1.0, roughnessFactors.x, metallicFactors.x);
@@ -124,7 +124,7 @@ void main()
float base_color_factor_alpha = terrain_mix(vec4(baseColorFactors[0].z, baseColorFactors[1].z, baseColorFactors[2].z, baseColorFactors[3].z), alpha1, alpha2, alphaFinal);
// from mikktspace.com
- vec3 vNt = normal_texture.xyz*2.0-1.0;
+ vec3 vNt = sample_and_mix_normal(alpha1, alpha2, alphaFinal, terrain_texcoord, detail_0_normal, detail_1_normal, detail_2_normal, detail_3_normal);
float sign = vary_sign;
vec3 vN = vary_normal;
vec3 vT = vary_tangent.xyz;
diff --git a/indra/newview/app_settings/shaders/class1/deferred/pbrterrainUtilF.glsl b/indra/newview/app_settings/shaders/class1/deferred/pbrterrainUtilF.glsl
index ef2d030320..a9155cc629 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/pbrterrainUtilF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/pbrterrainUtilF.glsl
@@ -65,14 +65,56 @@ vec4 terrain_mix(vec4[4] samples, float alpha1, float alpha2, float alphaFinal)
}
#if TERRAIN_PLANAR_TEXTURE_SAMPLE_COUNT == 3
-// Pre-transformed texture coordinates for each axial uv slice (Packing: xy, yz, zx, unused)
-#define TerrainCoord vec4[2]
// Triplanar mapping
+
+// Pre-transformed texture coordinates for each axial uv slice (Packing: xy, yz, (-x)z, unused)
+#define TerrainCoord vec4[2]
+
+vec4 _t_texture(sampler2D tex, vec2 uv_unflipped, float sign)
+{
+ // If the vertex normal is negative, flip the texture back
+ // right-side up.
+ vec2 uv = uv_unflipped * vec2(sign, 1);
+ return texture(tex, uv);
+}
+
+vec3 _t_texture_n(sampler2D tex, vec2 uv_unflipped, float sign)
+{
+ // Unpack normal from pixel to vector
+ vec3 n = _t_texture(tex, uv_unflipped, sign).xyz*2.0-1.0;
+ // If the sign is negative, rotate normal by 180 degrees
+ n.xy = (min(0, sign) * n.xy) + (min(0, -sign) * -n.xy);
+ return n;
+}
+
vec4 terrain_texture(sampler2D tex, TerrainCoord terrain_coord)
{
- vec4 x = texture(tex, terrain_coord[0].zw);
- vec4 y = texture(tex, terrain_coord[1].xy);
- vec4 z = texture(tex, terrain_coord[0].xy);
+ // Multiplying the UVs by the sign of the normal flips the texture upright.
+ vec4 x = _t_texture(tex, terrain_coord[0].zw, sign(vary_vertex_normal.x));
+ vec4 y = _t_texture(tex, terrain_coord[1].xy, sign(vary_vertex_normal.y));
+ vec4 z = _t_texture(tex, terrain_coord[0].xy, sign(vary_vertex_normal.z));
+ float sharpness = TERRAIN_TRIPLANAR_BLEND_FACTOR;
+ vec3 weight = pow(abs(vary_vertex_normal), vec3(sharpness));
+ return ((x * weight.x) + (y * weight.y) + (z * weight.z)) / (weight.x + weight.y + weight.z);
+}
+
+// Specialized triplanar normal texture sampling implementation, taking into
+// account how the rotation of the texture affects the lighting and trying to
+// negate that.
+// *TODO: Decide if we want this. It may be better to just calculate the
+// tangents on-the-fly here rather than messing with the normals, due to the
+// subtleties of the effects of triplanar mapping on UVs. These sampled normals
+// are only valid on the faces of a cube, and the pregenerated tangents are
+// only valid for uv = xy.
+// *NOTE: Bottom face has not been tested
+vec3 terrain_texture_normal(sampler2D tex, TerrainCoord terrain_coord)
+{
+ vec3 x = _t_texture_n(tex, terrain_coord[0].zw, sign(vary_vertex_normal.x));
+ x.xy = vec2(-x.y, x.x);
+ vec3 y = _t_texture_n(tex, terrain_coord[1].xy, sign(vary_vertex_normal.y));
+ y.xy = -y.xy;
+ vec3 z = _t_texture_n(tex, terrain_coord[0].xy, sign(vary_vertex_normal.z));
+
float sharpness = TERRAIN_TRIPLANAR_BLEND_FACTOR;
vec3 weight = pow(abs(vary_vertex_normal), vec3(sharpness));
return ((x * weight.x) + (y * weight.y) + (z * weight.z)) / (weight.x + weight.y + weight.z);
@@ -83,6 +125,11 @@ vec4 terrain_texture(sampler2D tex, TerrainCoord terrain_coord)
{
return texture(tex, terrain_coord);
}
+
+vec3 terrain_texture_normal(sampler2D tex, TerrainCoord terrain_coord)
+{
+ return texture(tex, terrain_coord).xyz;
+}
#endif
vec3 sample_and_mix_color3(float alpha1, float alpha2, float alphaFinal, TerrainCoord texcoord, vec3[4] factors, sampler2D tex0, sampler2D tex1, sampler2D tex2, sampler2D tex3)
@@ -135,12 +182,13 @@ vec3 sample_and_mix_vector3(float alpha1, float alpha2, float alphaFinal, Terrai
return terrain_mix(samples, alpha1, alpha2, alphaFinal);
}
-vec3 sample_and_mix_vector3_no_scale(float alpha1, float alpha2, float alphaFinal, TerrainCoord texcoord, sampler2D tex0, sampler2D tex1, sampler2D tex2, sampler2D tex3)
+// Returns the unpacked normal texture in range [-1, 1]
+vec3 sample_and_mix_normal(float alpha1, float alpha2, float alphaFinal, TerrainCoord texcoord, sampler2D tex0, sampler2D tex1, sampler2D tex2, sampler2D tex3)
{
vec3[4] samples;
- samples[0] = terrain_texture(tex0, texcoord).xyz;
- samples[1] = terrain_texture(tex1, texcoord).xyz;
- samples[2] = terrain_texture(tex2, texcoord).xyz;
- samples[3] = terrain_texture(tex3, texcoord).xyz;
+ samples[0] = terrain_texture_normal(tex0, texcoord).xyz;
+ samples[1] = terrain_texture_normal(tex1, texcoord).xyz;
+ samples[2] = terrain_texture_normal(tex2, texcoord).xyz;
+ samples[3] = terrain_texture_normal(tex3, texcoord).xyz;
return terrain_mix(samples, alpha1, alpha2, alphaFinal);
}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/pbrterrainV.glsl b/indra/newview/app_settings/shaders/class1/deferred/pbrterrainV.glsl
index 991783d242..2df5faf037 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/pbrterrainV.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/pbrterrainV.glsl
@@ -34,7 +34,9 @@ in vec4 diffuse_color;
in vec2 texcoord0;
in vec2 texcoord1;
+#if TERRAIN_PLANAR_TEXTURE_SAMPLE_COUNT == 3
out vec4[2] vary_coords;
+#endif
out vec3 vary_vertex_normal; // Used by pbrterrainUtilF.glsl
out vec3 vary_normal;
out vec3 vary_tangent;
@@ -42,22 +44,13 @@ flat out float vary_sign;
out vec4 vary_texcoord0;
out vec4 vary_texcoord1;
-uniform vec4 object_plane_s;
-uniform vec4 object_plane_t;
+// *HACK: tangent_space_transform should use texture_normal_transform, or maybe
+// we shouldn't use tangent_space_transform at all. See the call to
+// tangent_space_transform below.
+uniform vec4[2] texture_base_color_transform;
-vec4 texgen_object_pbr(vec4 tc, mat4 mat, vec4 tp0, vec4 tp1)
-{
- vec4 tcoord;
-
- tcoord.x = dot(tc, tp0);
- tcoord.y = dot(tc, tp1);
- tcoord.z = tcoord.z;
- tcoord.w = tcoord.w;
-
- tcoord = mat * tcoord;
-
- return tcoord;
-}
+vec2 texture_transform(vec2 vertex_texcoord, vec4[2] khr_gltf_transform, mat4 sl_animation_transform);
+vec3 tangent_space_transform(vec4 vertex_tangent, vec3 vertex_normal, vec4[2] khr_gltf_transform, mat4 sl_animation_transform);
void main()
{
@@ -65,23 +58,36 @@ void main()
gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0);
vec3 n = normal_matrix * normal;
- // *TODO: Looks like terrain normals are per-vertex when they should be per-triangle instead, causing incorrect values on triangles touching steep edges of terrain
vary_vertex_normal = normal;
vec3 t = normal_matrix * tangent.xyz;
vary_tangent = normalize(t);
+ // *TODO: Decide if we want this. It may be better to just calculate the
+ // tangents on-the-fly in the fragment shader, due to the subtleties of the
+ // effect of triplanar mapping on UVs.
+ // *HACK: Should be using texture_normal_transform here. The KHR texture
+ // transform spec requires handling texture transforms separately for each
+ // individual texture.
+ vary_tangent = normalize(tangent_space_transform(vec4(t, tangent.w), n, texture_base_color_transform, texture_matrix0));
vary_sign = tangent.w;
vary_normal = normalize(n);
// Transform and pass tex coords
- // *NOTE: KHR texture transform is ignored for now
- vary_texcoord0.xy = texgen_object_pbr(vec4(texcoord0, 0, 1), texture_matrix0, object_plane_s, object_plane_t).xy;
-
- vec4 tc = vec4(texcoord1,0,1); // TODO: This is redundant. Better to just use position and ignore texcoord? (We still need to decide how to handle alpha ramp, though...)
- vary_coords[0].xy = texgen_object_pbr(vec4(position.xy, 0, 1), texture_matrix0, object_plane_s, object_plane_t).xy;
- vary_coords[0].zw = texgen_object_pbr(vec4(position.yz, 0, 1), texture_matrix0, object_plane_s, object_plane_t).xy;
- vary_coords[1].xy = texgen_object_pbr(vec4(position.zx, 0, 1), texture_matrix0, object_plane_s, object_plane_t).xy;
+ // *HACK: texture_base_color_transform is used for all of these here, but
+ // the KHR texture transform spec requires handling texture transforms
+ // separately for each individual texture.
+#if TERRAIN_PLANAR_TEXTURE_SAMPLE_COUNT == 3
+ // xy
+ vary_coords[0].xy = texture_transform(position.xy, texture_base_color_transform, texture_matrix0);
+ // yz
+ vary_coords[0].zw = texture_transform(position.yz, texture_base_color_transform, texture_matrix0);
+ // (-x)z
+ vary_coords[1].xy = texture_transform(position.xz * vec2(-1, 1), texture_base_color_transform, texture_matrix0);
+#elif TERRAIN_PLANAR_TEXTURE_SAMPLE_COUNT == 1
+ vary_texcoord0.xy = texture_transform(texcoord0, texture_base_color_transform, texture_matrix0);
+#endif
+ vec4 tc = vec4(texcoord1,0,1);
vary_texcoord0.zw = tc.xy;
vary_texcoord1.xy = tc.xy-vec2(2.0, 0.0);
vary_texcoord1.zw = tc.xy-vec2(1.0, 0.0);
diff --git a/indra/newview/app_settings/shaders/class1/deferred/textureUtilV.glsl b/indra/newview/app_settings/shaders/class1/deferred/textureUtilV.glsl
index 636dfed4ba..732333311c 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/textureUtilV.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/textureUtilV.glsl
@@ -65,7 +65,7 @@ vec2 texture_transform(vec2 vertex_texcoord, vec4[2] khr_gltf_transform, mat4 sl
// 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.
+ // for rotation and scale to be applied correctly.
texcoord.y = 1.0 - texcoord.y;
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