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authorDave Parks <davep@lindenlab.com>2024-06-11 13:27:54 -0500
committerGitHub <noreply@github.com>2024-06-11 13:27:54 -0500
commit429c92ad75fd3b3f7b9dfc52ed034b25004a3b9c (patch)
tree2df4c730b78cdd1cd6bac4c119585f9ad44718d1 /indra/newview/app_settings
parent961b6b0c7e2499118c294810aeb9c5c0ac5df189 (diff)
#1687 Add support for KHR_texture_transform (#1717)
Diffstat (limited to 'indra/newview/app_settings')
-rw-r--r--indra/newview/app_settings/shaders/class1/gltf/pbrmetallicroughnessF.glsl3
-rw-r--r--indra/newview/app_settings/shaders/class1/gltf/pbrmetallicroughnessV.glsl37
2 files changed, 33 insertions, 7 deletions
diff --git a/indra/newview/app_settings/shaders/class1/gltf/pbrmetallicroughnessF.glsl b/indra/newview/app_settings/shaders/class1/gltf/pbrmetallicroughnessF.glsl
index d71a3fad99..99bfcf70fa 100644
--- a/indra/newview/app_settings/shaders/class1/gltf/pbrmetallicroughnessF.glsl
+++ b/indra/newview/app_settings/shaders/class1/gltf/pbrmetallicroughnessF.glsl
@@ -61,6 +61,7 @@ in vec3 vary_tangent;
flat in float vary_sign;
in vec2 normal_texcoord;
in vec2 metallic_roughness_texcoord;
+in vec2 occlusion_texcoord;
#endif
// ==================================
@@ -199,7 +200,7 @@ void main()
// roughness 0.0
// metal 0.0
vec3 orm = texture(metallicRoughnessMap, metallic_roughness_texcoord.xy).rgb;
- orm.r = texture(occlusionMap, metallic_roughness_texcoord.xy).r;
+ orm.r = texture(occlusionMap, occlusion_texcoord.xy).r;
orm.g *= roughnessFactor;
orm.b *= metallicFactor;
#endif
diff --git a/indra/newview/app_settings/shaders/class1/gltf/pbrmetallicroughnessV.glsl b/indra/newview/app_settings/shaders/class1/gltf/pbrmetallicroughnessV.glsl
index f123c29101..bc9a47d41e 100644
--- a/indra/newview/app_settings/shaders/class1/gltf/pbrmetallicroughnessV.glsl
+++ b/indra/newview/app_settings/shaders/class1/gltf/pbrmetallicroughnessV.glsl
@@ -39,6 +39,7 @@ uniform vec4[2] texture_base_color_transform;
uniform vec4[2] texture_normal_transform;
uniform vec4[2] texture_metallic_roughness_transform;
uniform vec4[2] texture_emissive_transform;
+uniform vec4[2] texture_occlusion_transform;
in vec3 position;
in vec4 diffuse_color;
@@ -53,13 +54,37 @@ in vec3 normal;
in vec4 tangent;
out vec2 normal_texcoord;
out vec2 metallic_roughness_texcoord;
+out vec2 occlusion_texcoord;
out vec3 vary_tangent;
flat out float vary_sign;
out vec3 vary_normal;
vec3 tangent_space_transform(vec4 vertex_tangent, vec3 vertex_normal, vec4[2] khr_gltf_transform, mat4 sl_animation_transform);
#endif
-vec2 texture_transform(vec2 vertex_texcoord, vec4[2] khr_gltf_transform, mat4 sl_animation_transform);
+vec2 gltf_texture_transform(vec2 texcoord, vec4[2] p)
+{
+ texcoord.y = 1.0 - texcoord.y;
+
+ vec2 Scale = p[0].xy;
+ float Rotation = -p[0].z;
+ vec2 Offset = vec2(p[0].w, p[1].x);
+
+ mat3 translation = mat3(1,0,0, 0,1,0, Offset.x, Offset.y, 1);
+ mat3 rotation = mat3(
+ cos(Rotation), sin(Rotation), 0,
+ -sin(Rotation), cos(Rotation), 0,
+ 0, 0, 1);
+
+ mat3 scale = mat3(Scale.x,0,0, 0,Scale.y,0, 0,0,1);
+
+ mat3 matrix = translation * rotation * scale;
+
+ vec2 uvTransformed = ( matrix * vec3(texcoord.xy, 1) ).xy;
+
+ uvTransformed.y = 1.0 - uvTransformed.y;
+
+ return uvTransformed;
+}
#ifdef ALPHA_BLEND
@@ -136,14 +161,14 @@ void main()
gl_Position = vert;
#endif
- base_color_texcoord = texture_transform(texcoord0, texture_base_color_transform, texture_matrix0);
- emissive_texcoord = texture_transform(texcoord0, texture_emissive_transform, texture_matrix0);
+ base_color_texcoord = gltf_texture_transform(texcoord0, texture_base_color_transform);
+ emissive_texcoord = gltf_texture_transform(texcoord0, texture_emissive_transform);
#ifndef UNLIT
- normal_texcoord = texture_transform(texcoord0, texture_normal_transform, texture_matrix0);
- metallic_roughness_texcoord = texture_transform(texcoord0, texture_metallic_roughness_transform, texture_matrix0);
+ normal_texcoord = gltf_texture_transform(texcoord0, texture_normal_transform);
+ metallic_roughness_texcoord = gltf_texture_transform(texcoord0, texture_metallic_roughness_transform);
+ occlusion_texcoord = gltf_texture_transform(texcoord0, texture_occlusion_transform);
#endif
-
#ifndef UNLIT
#ifdef HAS_SKIN