diff options
| author | Dave Parks <davep@lindenlab.com> | 2013-06-03 12:50:48 -0500 | 
|---|---|---|
| committer | Dave Parks <davep@lindenlab.com> | 2013-06-03 12:50:48 -0500 | 
| commit | c3f14b915c38a4978745f12f1f816572cce4b5a0 (patch) | |
| tree | f1a817ec82c8acefc950e724fd5fa3f068fc7181 /indra/newview/app_settings/shaders | |
| parent | a16d32e82edb19b6a3df6516c9726ac5913c1689 (diff) | |
NORSPEC-229 Fix for bad binormals on mirrored surfaces (use tangent calculator instead of binormal calculator, convert binormal centric code to tangent centric)
Diffstat (limited to 'indra/newview/app_settings/shaders')
5 files changed, 16 insertions, 15 deletions
| diff --git a/indra/newview/app_settings/shaders/class1/deferred/bumpSkinnedV.glsl b/indra/newview/app_settings/shaders/class1/deferred/bumpSkinnedV.glsl index 8ba75010a2..10144f3e16 100755 --- a/indra/newview/app_settings/shaders/class1/deferred/bumpSkinnedV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/bumpSkinnedV.glsl @@ -30,7 +30,7 @@ ATTRIBUTE vec3 position;  ATTRIBUTE vec4 diffuse_color;  ATTRIBUTE vec3 normal;  ATTRIBUTE vec2 texcoord0; -ATTRIBUTE vec3 binormal; +ATTRIBUTE vec4 tangent;  VARYING vec3 vary_mat0;  VARYING vec3 vary_mat1; @@ -52,8 +52,8 @@ void main()  	vec3 n = normalize((mat * vec4(normal.xyz+position.xyz, 1.0)).xyz-pos.xyz); -	vec3 b = normalize((mat * vec4(binormal.xyz+position.xyz, 1.0)).xyz-pos.xyz); -	vec3 t = cross(b, n); +	vec3 t = normalize((mat * vec4(tangent.xyz+position.xyz, 1.0)).xyz-pos.xyz); +	vec3 b = cross(n, t) * tangent.w;  	vary_mat0 = vec3(t.x, b.x, n.x);  	vary_mat1 = vec3(t.y, b.y, n.y); diff --git a/indra/newview/app_settings/shaders/class1/deferred/bumpV.glsl b/indra/newview/app_settings/shaders/class1/deferred/bumpV.glsl index c8d38bb8f7..9f9749394e 100755 --- a/indra/newview/app_settings/shaders/class1/deferred/bumpV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/bumpV.glsl @@ -31,7 +31,7 @@ ATTRIBUTE vec3 position;  ATTRIBUTE vec4 diffuse_color;  ATTRIBUTE vec3 normal;  ATTRIBUTE vec2 texcoord0; -ATTRIBUTE vec3 binormal; +ATTRIBUTE vec4 tangent;  VARYING vec3 vary_mat0;  VARYING vec3 vary_mat1; @@ -46,8 +46,8 @@ void main()  	vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy;  	vec3 n = normalize(normal_matrix * normal); -	vec3 b = normalize(normal_matrix * binormal); -	vec3 t = cross(b, n); +	vec3 t = normalize(normal_matrix * tangent.xyz); +	vec3 b = cross(n, t) * tangent.w;  	vary_mat0 = vec3(t.x, b.x, n.x);  	vary_mat1 = vec3(t.y, b.y, n.y); diff --git a/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl b/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl index 17aa0e32a7..df8e7a6c0b 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl @@ -495,7 +495,7 @@ void main()  	//final_color.rgb *= 1 - spec.a * env_intensity;  	//final_specular.rgb *= specular_color.rgb; -	vec4 final_normal = vec4(encode_normal(normalize(tnorm)), spec.a * env_intensity, 0.0); +	vec4 final_normal = vec4(encode_normal(normalize(tnorm)), env_intensity, 0.0);  	final_specular.a = specular_color.a * norm.a;  #else  	vec4 final_normal = vec4(encode_normal(normalize(tnorm)), env_intensity, 0.0); diff --git a/indra/newview/app_settings/shaders/class1/deferred/materialV.glsl b/indra/newview/app_settings/shaders/class1/deferred/materialV.glsl index 0638dcfa55..b25032866b 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/materialV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/materialV.glsl @@ -56,7 +56,7 @@ ATTRIBUTE vec2 texcoord0;  #if HAS_NORMAL_MAP -ATTRIBUTE vec3 binormal; +ATTRIBUTE vec4 tangent;  ATTRIBUTE vec2 texcoord1;  VARYING vec3 vary_mat0; @@ -110,8 +110,8 @@ void main()  #if HAS_SKIN  	vec3 n = normalize((mat*vec4(normal.xyz+position.xyz,1.0)).xyz-pos.xyz);  #if HAS_NORMAL_MAP -	vec3 b = normalize((mat*vec4(binormal.xyz+position.xyz,1.0)).xyz-pos.xyz); -	vec3 t = cross(b, n); +	vec3 t = normalize((mat*vec4(tangent.xyz+position.xyz,1.0)).xyz-pos.xyz); +	vec3 b = cross(n, t)*tangent.w;  	vary_mat0 = vec3(t.x, b.x, n.x);  	vary_mat1 = vec3(t.y, b.y, n.y); @@ -122,8 +122,9 @@ vary_normal  = n;  #else //HAS_SKIN  	vec3 n = normalize(normal_matrix * normal);  #if HAS_NORMAL_MAP -	vec3 b = normalize(normal_matrix * binormal); -	vec3 t = cross(b, n); +	vec3 t = normalize(normal_matrix * tangent.xyz); +	vec3 b = cross(n,t)*tangent.w; +	//vec3 t = cross(b,n) * binormal.w;  	vary_mat0 = vec3(t.x, b.x, n.x);  	vary_mat1 = vec3(t.y, b.y, n.y); diff --git a/indra/newview/app_settings/shaders/class1/transform/binormalV.glsl b/indra/newview/app_settings/shaders/class1/transform/binormalV.glsl index 44f1aa34a0..449d8d8b4e 100755 --- a/indra/newview/app_settings/shaders/class1/transform/binormalV.glsl +++ b/indra/newview/app_settings/shaders/class1/transform/binormalV.glsl @@ -25,12 +25,12 @@  uniform mat3 normal_matrix; -ATTRIBUTE vec3 binormal; +ATTRIBUTE vec4 tangent; -VARYING vec4 binormal_out; +VARYING vec4 tangent_out;  void main()  { -	binormal_out = vec4(normal_matrix * binormal, 0.0); +	tangent_out = vec4(normal_matrix * tangent.xyz), tangent.w);  } | 
