diff options
author | RunitaiLinden <davep@lindenlab.com> | 2023-06-12 10:10:40 -0500 |
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committer | RunitaiLinden <davep@lindenlab.com> | 2023-06-12 10:10:40 -0500 |
commit | cc9d05545250c989d8b22fd63985a5837162a7c1 (patch) | |
tree | 61b1ff8c4b10eb3c85d4c959bae8417dc044f32d /indra | |
parent | c96a00f12f868b9260f517a6a8552bce0b564099 (diff) | |
parent | 1ebfc1876ec3383067a2399218037a33601b04d5 (diff) |
Merge branch 'DRTVWR-559' of github.com:secondlife/viewer into DRTVWR-559
Diffstat (limited to 'indra')
3 files changed, 54 insertions, 6 deletions
diff --git a/indra/newview/app_settings/shaders/class1/deferred/pbralphaV.glsl b/indra/newview/app_settings/shaders/class1/deferred/pbralphaV.glsl index e9515a9187..6b960fae33 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/pbralphaV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/pbralphaV.glsl @@ -71,6 +71,7 @@ flat out float vary_sign; out vec3 vary_normal; 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() @@ -102,9 +103,11 @@ void main() vec3 t = normal_matrix * tangent.xyz; #endif //HAS_SKIN - vary_tangent = normalize(t); + n = normalize(n); + + vary_tangent = normalize(tangent_space_transform(vec4(t, tangent.w), n, texture_normal_transform, texture_matrix0)); vary_sign = tangent.w; - vary_normal = normalize(n); + vary_normal = n; vertex_color = diffuse_color; diff --git a/indra/newview/app_settings/shaders/class1/deferred/pbropaqueV.glsl b/indra/newview/app_settings/shaders/class1/deferred/pbropaqueV.glsl index e2c23ac8f0..160ae7a215 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/pbropaqueV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/pbropaqueV.glsl @@ -61,6 +61,7 @@ flat out float vary_sign; out vec3 vary_normal; 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() { @@ -91,9 +92,11 @@ void main() vec3 t = normal_matrix * tangent.xyz; #endif - vary_tangent = normalize(t); + n = normalize(n); + + vary_tangent = normalize(tangent_space_transform(vec4(t, tangent.w), n, texture_normal_transform, texture_matrix0)); vary_sign = tangent.w; - vary_normal = normalize(n); + vary_normal = n; vertex_color = diffuse_color; } @@ -107,8 +110,6 @@ uniform mat4 modelview_projection_matrix; uniform mat4 texture_matrix0; 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; diff --git a/indra/newview/app_settings/shaders/class1/deferred/textureUtilV.glsl b/indra/newview/app_settings/shaders/class1/deferred/textureUtilV.glsl index 71f7ec52c4..636dfed4ba 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/textureUtilV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/textureUtilV.glsl @@ -76,3 +76,47 @@ vec2 texture_transform(vec2 vertex_texcoord, vec4[2] khr_gltf_transform, mat4 sl return texcoord; } + +// Take the rotation only from both transforms and apply to the tangent. This +// accounts for the change of the topology of the normal texture when a texture +// rotation is applied to it. +// *HACK: Assume the imported GLTF model did not have both normal texture +// transforms and tangent vertices. The use of this function is inconsistent +// with the GLTF sample viewer when that is the case. See getNormalInfo in +// https://raw.githubusercontent.com/KhronosGroup/glTF-Sample-Viewer/47a191931461a6f2e14de48d6da0f0eb6ec2d147/source/Renderer/shaders/material_info.glsl +// We may want to account for this case during GLTF model import. +// -Cosmic,2023-06-06 +vec3 tangent_space_transform(vec4 vertex_tangent, vec3 vertex_normal, vec4[2] khr_gltf_transform, mat4 sl_animation_transform) +{ + vec2 weights = vec2(0, 1); + + // Apply texture animation first to avoid shearing and other artifacts (rotation only) + mat2 sl_rot_scale; + sl_rot_scale[0][0] = sl_animation_transform[0][0]; + sl_rot_scale[0][1] = sl_animation_transform[0][1]; + sl_rot_scale[1][0] = sl_animation_transform[1][0]; + sl_rot_scale[1][1] = sl_animation_transform[1][1]; + weights = sl_rot_scale * weights; + // Remove scale + weights = normalize(weights); + + // Convert to left-handed coordinate system + weights.y = -weights.y; + + // Apply KHR_texture_transform (rotation only) + float khr_rotation = khr_gltf_transform[0].z; + mat2 khr_rotation_mat = mat2( + cos(khr_rotation),-sin(khr_rotation), + sin(khr_rotation), cos(khr_rotation) + ); + weights = khr_rotation_mat * weights; + + // Convert back to right-handed coordinate system + weights.y = -weights.y; + + // Similar to the MikkTSpace-compatible method of extracting the binormal + // from the normal and tangent, as seen in the fragment shader + vec3 vertex_binormal = vertex_tangent.w * cross(vertex_normal, vertex_tangent.xyz); + + return (weights.x * vertex_binormal.xyz) + (weights.y * vertex_tangent.xyz); +} |