diff options
author | cosmic-linden <111533034+cosmic-linden@users.noreply.github.com> | 2023-02-28 10:05:35 -0800 |
---|---|---|
committer | GitHub <noreply@github.com> | 2023-02-28 10:05:35 -0800 |
commit | 4478decbe8d085d1de02813712d8d55952e6c4b2 (patch) | |
tree | 87c35c15560c9148498b46aee1b819000d69d890 /indra | |
parent | d5e558fffc0722398a9b4c2df681f2a6ce247b7f (diff) | |
parent | b27c41578b4bb54ee87fbb8d05f29d9d9a9e2768 (diff) |
Merge pull request #96 from secondlife/SL-19729
SL-19279: LLGLSLShader::bindXXX is not free. Pack the uniforms
Diffstat (limited to 'indra')
-rw-r--r-- | indra/llprimitive/llgltfmaterial.cpp | 30 | ||||
-rw-r--r-- | indra/llprimitive/llgltfmaterial.h | 3 | ||||
-rw-r--r-- | indra/llrender/llshadermgr.cpp | 20 | ||||
-rw-r--r-- | indra/llrender/llshadermgr.h | 16 | ||||
-rw-r--r-- | indra/newview/app_settings/shaders/class1/deferred/pbralphaV.glsl | 40 | ||||
-rw-r--r-- | indra/newview/app_settings/shaders/class1/deferred/pbrglowV.glsl | 14 | ||||
-rw-r--r-- | indra/newview/app_settings/shaders/class1/deferred/pbropaqueV.glsl | 48 | ||||
-rw-r--r-- | indra/newview/app_settings/shaders/class1/deferred/textureUtilV.glsl | 4 | ||||
-rw-r--r-- | indra/newview/llfetchedgltfmaterial.cpp | 24 |
9 files changed, 70 insertions, 129 deletions
diff --git a/indra/llprimitive/llgltfmaterial.cpp b/indra/llprimitive/llgltfmaterial.cpp index d0ecf611ff..62b693919c 100644 --- a/indra/llprimitive/llgltfmaterial.cpp +++ b/indra/llprimitive/llgltfmaterial.cpp @@ -43,26 +43,16 @@ const char* const GLTF_FILE_EXTENSION_TRANSFORM_ROTATION = "rotation"; // special UUID that indicates a null UUID in override data static const LLUUID GLTF_OVERRIDE_NULL_UUID = LLUUID("ffffffff-ffff-ffff-ffff-ffffffffffff"); -// https://github.com/KhronosGroup/glTF/tree/main/extensions/3.0/Khronos/KHR_texture_transform -LLMatrix3 LLGLTFMaterial::TextureTransform::asMatrix() -{ - LLMatrix3 scale; - scale.mMatrix[0][0] = mScale[0]; - scale.mMatrix[1][1] = mScale[1]; - - LLMatrix3 rotation; - const F32 cos_r = cos(mRotation); - const F32 sin_r = sin(mRotation); - rotation.mMatrix[0][0] = cos_r; - rotation.mMatrix[0][1] = -sin_r; - rotation.mMatrix[1][0] = sin_r; - rotation.mMatrix[1][1] = cos_r; - - LLMatrix3 offset; - offset.mMatrix[2][0] = mOffset[0]; - offset.mMatrix[2][1] = mOffset[1]; - - return offset * rotation * scale; +void LLGLTFMaterial::TextureTransform::getPacked(F32 (&packed)[8]) +{ + packed[0] = mScale.mV[VX]; + packed[1] = mScale.mV[VY]; + packed[2] = mRotation; + // packed[3] = unused + packed[4] = mOffset.mV[VX]; + packed[5] = mOffset.mV[VY]; + // packed[6] = unused + // packed[7] = unused } bool LLGLTFMaterial::TextureTransform::operator==(const TextureTransform& other) const diff --git a/indra/llprimitive/llgltfmaterial.h b/indra/llprimitive/llgltfmaterial.h index cae7284421..e701b62fdc 100644 --- a/indra/llprimitive/llgltfmaterial.h +++ b/indra/llprimitive/llgltfmaterial.h @@ -28,7 +28,6 @@ #include "llrefcount.h" #include "llmemory.h" -#include "m3math.h" #include "v4color.h" #include "v3color.h" #include "v2math.h" @@ -60,7 +59,7 @@ public: LLVector2 mScale = { 1.f, 1.f }; F32 mRotation = 0.f; - LLMatrix3 asMatrix(); + void getPacked(F32 (&packed)[8]); bool operator==(const TextureTransform& other) const; }; diff --git a/indra/llrender/llshadermgr.cpp b/indra/llrender/llshadermgr.cpp index c355115e8c..6fb319fd5b 100644 --- a/indra/llrender/llshadermgr.cpp +++ b/indra/llrender/llshadermgr.cpp @@ -1074,20 +1074,12 @@ void LLShaderMgr::initAttribsAndUniforms() mReservedUniforms.push_back("object_plane_s"); mReservedUniforms.push_back("object_plane_t"); - mReservedUniforms.push_back("texture_base_color_scale"); // (GLTF) - mReservedUniforms.push_back("texture_base_color_rotation"); // (GLTF) - mReservedUniforms.push_back("texture_base_color_offset"); // (GLTF) - mReservedUniforms.push_back("texture_normal_scale"); // (GLTF) - mReservedUniforms.push_back("texture_normal_rotation"); // (GLTF) - mReservedUniforms.push_back("texture_normal_offset"); // (GLTF) - mReservedUniforms.push_back("texture_metallic_roughness_scale"); // (GLTF) - mReservedUniforms.push_back("texture_metallic_roughness_rotation"); // (GLTF) - mReservedUniforms.push_back("texture_metallic_roughness_offset"); // (GLTF) - mReservedUniforms.push_back("texture_emissive_scale"); // (GLTF) - mReservedUniforms.push_back("texture_emissive_rotation"); // (GLTF) - mReservedUniforms.push_back("texture_emissive_offset"); // (GLTF) - - llassert(mReservedUniforms.size() == LLShaderMgr::TEXTURE_EMISSIVE_OFFSET+1); + mReservedUniforms.push_back("texture_base_color_transform"); // (GLTF) + mReservedUniforms.push_back("texture_normal_transform"); // (GLTF) + mReservedUniforms.push_back("texture_metallic_roughness_transform"); // (GLTF) + mReservedUniforms.push_back("texture_emissive_transform"); // (GLTF) + + llassert(mReservedUniforms.size() == LLShaderMgr::TEXTURE_EMISSIVE_TRANSFORM+1); mReservedUniforms.push_back("viewport"); diff --git a/indra/llrender/llshadermgr.h b/indra/llrender/llshadermgr.h index f7439a65af..93ea49d16a 100644 --- a/indra/llrender/llshadermgr.h +++ b/indra/llrender/llshadermgr.h @@ -53,18 +53,10 @@ public: OBJECT_PLANE_S, // "object_plane_s" OBJECT_PLANE_T, // "object_plane_t" - TEXTURE_BASE_COLOR_SCALE, // "texture_base_color_scale" (GLTF) - TEXTURE_BASE_COLOR_ROTATION, // "texture_base_color_rotation" (GLTF) - TEXTURE_BASE_COLOR_OFFSET, // "texture_base_color_offset" (GLTF) - TEXTURE_NORMAL_SCALE, // "texture_normal_scale" (GLTF) - TEXTURE_NORMAL_ROTATION, // "texture_normal_rotation" (GLTF) - TEXTURE_NORMAL_OFFSET, // "texture_normal_offset" (GLTF) - TEXTURE_METALLIC_ROUGHNESS_SCALE, // "texture_metallic_roughness_scale" (GLTF) - TEXTURE_METALLIC_ROUGHNESS_ROTATION,// "texture_metallic_roughness_rotation" (GLTF) - TEXTURE_METALLIC_ROUGHNESS_OFFSET, // "texture_metallic_roughness_offset" (GLTF) - TEXTURE_EMISSIVE_SCALE, // "texture_emissive_scale" (GLTF) - TEXTURE_EMISSIVE_ROTATION, // "texture_emissive_rotation" (GLTF) - TEXTURE_EMISSIVE_OFFSET, // "texture_emissive_offset" (GLTF) + TEXTURE_BASE_COLOR_TRANSFORM, // "texture_base_color_transform" (GLTF) + TEXTURE_NORMAL_TRANSFORM, // "texture_normal_transform" (GLTF) + TEXTURE_METALLIC_ROUGHNESS_TRANSFORM, // "texture_metallic_roughness_transform" (GLTF) + TEXTURE_EMISSIVE_TRANSFORM, // "texture_emissive_transform" (GLTF) VIEWPORT, // "viewport" LIGHT_POSITION, // "light_position" diff --git a/indra/newview/app_settings/shaders/class1/deferred/pbralphaV.glsl b/indra/newview/app_settings/shaders/class1/deferred/pbralphaV.glsl index a9e114dddc..e9515a9187 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/pbralphaV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/pbralphaV.glsl @@ -44,18 +44,10 @@ uniform mat4 modelview_matrix; out vec3 vary_position; -uniform vec2 texture_base_color_scale; -uniform float texture_base_color_rotation; -uniform vec2 texture_base_color_offset; -uniform vec2 texture_normal_scale; -uniform float texture_normal_rotation; -uniform vec2 texture_normal_offset; -uniform vec2 texture_metallic_roughness_scale; -uniform float texture_metallic_roughness_rotation; -uniform vec2 texture_metallic_roughness_offset; -uniform vec2 texture_emissive_scale; -uniform float texture_emissive_rotation; -uniform vec2 texture_emissive_offset; +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; out vec3 vary_fragcoord; @@ -78,7 +70,7 @@ out vec3 vary_tangent; flat out float vary_sign; out vec3 vary_normal; -vec2 texture_transform(vec2 vertex_texcoord, vec2 khr_gltf_scale, float khr_gltf_rotation, vec2 khr_gltf_offset, mat4 sl_animation_transform); +vec2 texture_transform(vec2 vertex_texcoord, vec4[2] khr_gltf_transform, mat4 sl_animation_transform); void main() @@ -97,10 +89,10 @@ void main() vary_fragcoord.xyz = vert.xyz + vec3(0,0,near_clip); - base_color_texcoord = texture_transform(texcoord0, texture_base_color_scale, texture_base_color_rotation, texture_base_color_offset, texture_matrix0); - normal_texcoord = texture_transform(texcoord0, texture_normal_scale, texture_normal_rotation, texture_normal_offset, texture_matrix0); - metallic_roughness_texcoord = texture_transform(texcoord0, texture_metallic_roughness_scale, texture_metallic_roughness_rotation, texture_metallic_roughness_offset, texture_matrix0); - emissive_texcoord = texture_transform(texcoord0, texture_emissive_scale, texture_emissive_rotation, texture_emissive_offset, texture_matrix0); + base_color_texcoord = texture_transform(texcoord0, texture_base_color_transform, texture_matrix0); + normal_texcoord = texture_transform(texcoord0, texture_normal_transform, texture_matrix0); + metallic_roughness_texcoord = texture_transform(texcoord0, texture_metallic_roughness_transform, texture_matrix0); + emissive_texcoord = texture_transform(texcoord0, texture_emissive_transform, texture_matrix0); #ifdef HAS_SKIN vec3 n = (mat*vec4(normal.xyz+position.xyz,1.0)).xyz-pos.xyz; @@ -133,12 +125,8 @@ uniform mat4 modelview_matrix; out vec3 vary_position; -uniform vec2 texture_base_color_scale; -uniform float texture_base_color_rotation; -uniform vec2 texture_base_color_offset; -uniform vec2 texture_emissive_scale; -uniform float texture_emissive_rotation; -uniform vec2 texture_emissive_offset; +uniform vec4[2] texture_base_color_transform; +uniform vec4[2] texture_emissive_transform; in vec3 position; in vec4 diffuse_color; @@ -149,7 +137,7 @@ out vec2 emissive_texcoord; out vec4 vertex_color; -vec2 texture_transform(vec2 vertex_texcoord, vec2 khr_gltf_scale, float khr_gltf_rotation, vec2 khr_gltf_offset, mat4 sl_animation_transform); +vec2 texture_transform(vec2 vertex_texcoord, vec4[2] khr_gltf_transform, mat4 sl_animation_transform); void main() @@ -159,8 +147,8 @@ void main() gl_Position = vert; vary_position = vert.xyz; - base_color_texcoord = texture_transform(texcoord0, texture_base_color_scale, texture_base_color_rotation, texture_base_color_offset, texture_matrix0); - emissive_texcoord = texture_transform(texcoord0, texture_emissive_scale, texture_emissive_rotation, texture_emissive_offset, texture_matrix0); + base_color_texcoord = texture_transform(texcoord0, texture_base_color_transform, texture_matrix0); + emissive_texcoord = texture_transform(texcoord0, texture_emissive_transform, texture_matrix0); vertex_color = diffuse_color; } diff --git a/indra/newview/app_settings/shaders/class1/deferred/pbrglowV.glsl b/indra/newview/app_settings/shaders/class1/deferred/pbrglowV.glsl index b73d08cf0d..82a50a115c 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/pbrglowV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/pbrglowV.glsl @@ -34,12 +34,8 @@ uniform mat4 modelview_projection_matrix; uniform mat4 texture_matrix0; -uniform vec2 texture_base_color_scale; -uniform float texture_base_color_rotation; -uniform vec2 texture_base_color_offset; -uniform vec2 texture_emissive_scale; -uniform float texture_emissive_rotation; -uniform vec2 texture_emissive_offset; +uniform vec4[2] texture_base_color_transform; +uniform vec4[2] texture_emissive_transform; in vec3 position; in vec4 emissive; @@ -51,7 +47,7 @@ out vec2 emissive_texcoord; out vec4 vertex_emissive; -vec2 texture_transform(vec2 vertex_texcoord, vec2 khr_gltf_scale, float khr_gltf_rotation, vec2 khr_gltf_offset, mat4 sl_animation_transform); +vec2 texture_transform(vec2 vertex_texcoord, vec4[2] khr_gltf_transform, mat4 sl_animation_transform); void main() { @@ -68,8 +64,8 @@ void main() gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0); #endif - base_color_texcoord = texture_transform(texcoord0, texture_base_color_scale, texture_base_color_rotation, texture_base_color_offset, texture_matrix0); - emissive_texcoord = texture_transform(texcoord0, texture_emissive_scale, texture_emissive_rotation, texture_emissive_offset, texture_matrix0); + base_color_texcoord = texture_transform(texcoord0, texture_base_color_transform, texture_matrix0); + emissive_texcoord = texture_transform(texcoord0, texture_emissive_transform, texture_matrix0); vertex_emissive = emissive; } diff --git a/indra/newview/app_settings/shaders/class1/deferred/pbropaqueV.glsl b/indra/newview/app_settings/shaders/class1/deferred/pbropaqueV.glsl index 6f50aefdab..e2c23ac8f0 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/pbropaqueV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/pbropaqueV.glsl @@ -38,18 +38,10 @@ uniform mat4 modelview_projection_matrix; #endif uniform mat4 texture_matrix0; -uniform vec2 texture_base_color_scale; -uniform float texture_base_color_rotation; -uniform vec2 texture_base_color_offset; -uniform vec2 texture_normal_scale; -uniform float texture_normal_rotation; -uniform vec2 texture_normal_offset; -uniform vec2 texture_metallic_roughness_scale; -uniform float texture_metallic_roughness_rotation; -uniform vec2 texture_metallic_roughness_offset; -uniform vec2 texture_emissive_scale; -uniform float texture_emissive_rotation; -uniform vec2 texture_emissive_offset; +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; in vec3 position; in vec4 diffuse_color; @@ -68,7 +60,7 @@ out vec3 vary_tangent; flat out float vary_sign; out vec3 vary_normal; -vec2 texture_transform(vec2 vertex_texcoord, vec2 khr_gltf_scale, float khr_gltf_rotation, vec2 khr_gltf_offset, mat4 sl_animation_transform); +vec2 texture_transform(vec2 vertex_texcoord, vec4[2] khr_gltf_transform, mat4 sl_animation_transform); void main() { @@ -86,10 +78,10 @@ void main() gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0); #endif - base_color_texcoord = texture_transform(texcoord0, texture_base_color_scale, texture_base_color_rotation, texture_base_color_offset, texture_matrix0); - normal_texcoord = texture_transform(texcoord0, texture_normal_scale, texture_normal_rotation, texture_normal_offset, texture_matrix0); - metallic_roughness_texcoord = texture_transform(texcoord0, texture_metallic_roughness_scale, texture_metallic_roughness_rotation, texture_metallic_roughness_offset, texture_matrix0); - emissive_texcoord = texture_transform(texcoord0, texture_emissive_scale, texture_emissive_rotation, texture_emissive_offset, texture_matrix0); + base_color_texcoord = texture_transform(texcoord0, texture_base_color_transform, texture_matrix0); + normal_texcoord = texture_transform(texcoord0, texture_normal_transform, texture_matrix0); + metallic_roughness_texcoord = texture_transform(texcoord0, texture_metallic_roughness_transform, texture_matrix0); + emissive_texcoord = texture_transform(texcoord0, texture_emissive_transform, texture_matrix0); #ifdef HAS_SKIN vec3 n = (mat*vec4(normal.xyz+position.xyz,1.0)).xyz-pos.xyz; @@ -114,18 +106,10 @@ uniform mat4 modelview_projection_matrix; uniform mat4 texture_matrix0; -uniform vec2 texture_base_color_scale; -uniform float texture_base_color_rotation; -uniform vec2 texture_base_color_offset; -uniform vec2 texture_normal_scale; -uniform float texture_normal_rotation; -uniform vec2 texture_normal_offset; -uniform vec2 texture_metallic_roughness_scale; -uniform float texture_metallic_roughness_rotation; -uniform vec2 texture_metallic_roughness_offset; -uniform vec2 texture_emissive_scale; -uniform float texture_emissive_rotation; -uniform vec2 texture_emissive_offset; +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; in vec3 position; in vec4 diffuse_color; @@ -136,15 +120,15 @@ out vec2 emissive_texcoord; out vec4 vertex_color; -vec2 texture_transform(vec2 vertex_texcoord, vec2 khr_gltf_scale, float khr_gltf_rotation, vec2 khr_gltf_offset, mat4 sl_animation_transform); +vec2 texture_transform(vec2 vertex_texcoord, vec4[2] khr_gltf_transform, mat4 sl_animation_transform); void main() { //transform vertex gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0); - base_color_texcoord = texture_transform(texcoord0, texture_base_color_scale, texture_base_color_rotation, texture_base_color_offset, texture_matrix0); - emissive_texcoord = texture_transform(texcoord0, texture_emissive_scale, texture_emissive_rotation, texture_emissive_offset, texture_matrix0); + base_color_texcoord = texture_transform(texcoord0, texture_base_color_transform, texture_matrix0); + emissive_texcoord = texture_transform(texcoord0, texture_emissive_transform, texture_matrix0); vertex_color = diffuse_color; } diff --git a/indra/newview/app_settings/shaders/class1/deferred/textureUtilV.glsl b/indra/newview/app_settings/shaders/class1/deferred/textureUtilV.glsl index 39cc07d2d1..71f7ec52c4 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/textureUtilV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/textureUtilV.glsl @@ -58,7 +58,7 @@ vec2 khr_texture_transform(vec2 texcoord, vec2 scale, float rotation, vec2 offse // animations, available through LSL script functions such as // LlSetTextureAnim. It assumes a right-handed UV coordinate system. // texcoord - The final texcoord to use for image sampling -vec2 texture_transform(vec2 vertex_texcoord, vec2 khr_gltf_scale, float khr_gltf_rotation, vec2 khr_gltf_offset, mat4 sl_animation_transform) +vec2 texture_transform(vec2 vertex_texcoord, vec4[2] khr_gltf_transform, mat4 sl_animation_transform) { vec2 texcoord = vertex_texcoord; @@ -67,7 +67,7 @@ vec2 texture_transform(vec2 vertex_texcoord, vec2 khr_gltf_scale, float khr_gltf // 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); + 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 texcoord.y = 1.0 - texcoord.y; diff --git a/indra/newview/llfetchedgltfmaterial.cpp b/indra/newview/llfetchedgltfmaterial.cpp index 2f2c58aa3a..80074cc655 100644 --- a/indra/newview/llfetchedgltfmaterial.cpp +++ b/indra/newview/llfetchedgltfmaterial.cpp @@ -110,21 +110,21 @@ void LLFetchedGLTFMaterial::bind(LLViewerTexture* media_tex) shader->uniform1f(LLShaderMgr::METALLIC_FACTOR, mMetallicFactor); shader->uniform3fv(LLShaderMgr::EMISSIVE_COLOR, 1, mEmissiveColor.mV); - shader->uniform2fv(LLShaderMgr::TEXTURE_BASE_COLOR_SCALE, 1, (F32*)mTextureTransform[GLTF_TEXTURE_INFO_BASE_COLOR].mScale.mV); - shader->uniform1f(LLShaderMgr::TEXTURE_BASE_COLOR_ROTATION, mTextureTransform[GLTF_TEXTURE_INFO_BASE_COLOR].mRotation); - shader->uniform2fv(LLShaderMgr::TEXTURE_BASE_COLOR_OFFSET, 1, (F32*)mTextureTransform[GLTF_TEXTURE_INFO_BASE_COLOR].mOffset.mV); + F32 base_color_packed[8]; + mTextureTransform[GLTF_TEXTURE_INFO_BASE_COLOR].getPacked(base_color_packed); + shader->uniform4fv(LLShaderMgr::TEXTURE_BASE_COLOR_TRANSFORM, 2, (F32*)base_color_packed); - shader->uniform2fv(LLShaderMgr::TEXTURE_NORMAL_SCALE, 1, (F32*)mTextureTransform[GLTF_TEXTURE_INFO_NORMAL].mScale.mV); - shader->uniform1f(LLShaderMgr::TEXTURE_NORMAL_ROTATION, mTextureTransform[GLTF_TEXTURE_INFO_NORMAL].mRotation); - shader->uniform2fv(LLShaderMgr::TEXTURE_NORMAL_OFFSET, 1, (F32*)mTextureTransform[GLTF_TEXTURE_INFO_NORMAL].mOffset.mV); + F32 normal_packed[8]; + mTextureTransform[GLTF_TEXTURE_INFO_NORMAL].getPacked(normal_packed); + shader->uniform4fv(LLShaderMgr::TEXTURE_NORMAL_TRANSFORM, 2, (F32*)normal_packed); - shader->uniform2fv(LLShaderMgr::TEXTURE_METALLIC_ROUGHNESS_SCALE, 1, (F32*)mTextureTransform[GLTF_TEXTURE_INFO_METALLIC_ROUGHNESS].mScale.mV); - shader->uniform1f(LLShaderMgr::TEXTURE_METALLIC_ROUGHNESS_ROTATION, mTextureTransform[GLTF_TEXTURE_INFO_METALLIC_ROUGHNESS].mRotation); - shader->uniform2fv(LLShaderMgr::TEXTURE_METALLIC_ROUGHNESS_OFFSET, 1, (F32*)mTextureTransform[GLTF_TEXTURE_INFO_METALLIC_ROUGHNESS].mOffset.mV); + F32 metallic_roughness_packed[8]; + mTextureTransform[GLTF_TEXTURE_INFO_METALLIC_ROUGHNESS].getPacked(metallic_roughness_packed); + shader->uniform4fv(LLShaderMgr::TEXTURE_METALLIC_ROUGHNESS_TRANSFORM, 2, (F32*)metallic_roughness_packed); - shader->uniform2fv(LLShaderMgr::TEXTURE_EMISSIVE_SCALE, 1, (F32*)mTextureTransform[GLTF_TEXTURE_INFO_EMISSIVE].mScale.mV); - shader->uniform1f(LLShaderMgr::TEXTURE_EMISSIVE_ROTATION, mTextureTransform[GLTF_TEXTURE_INFO_EMISSIVE].mRotation); - shader->uniform2fv(LLShaderMgr::TEXTURE_EMISSIVE_OFFSET, 1, (F32*)mTextureTransform[GLTF_TEXTURE_INFO_EMISSIVE].mOffset.mV); + F32 emissive_packed[8]; + mTextureTransform[GLTF_TEXTURE_INFO_EMISSIVE].getPacked(emissive_packed); + shader->uniform4fv(LLShaderMgr::TEXTURE_EMISSIVE_TRANSFORM, 2, (F32*)emissive_packed); } } |