diff options
author | Cosmic Linden <cosmic@lindenlab.com> | 2023-10-13 10:40:02 -0700 |
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committer | Cosmic Linden <cosmic@lindenlab.com> | 2023-10-13 10:40:02 -0700 |
commit | e6777d566fddc79d1194a2090e5df5b609285d89 (patch) | |
tree | c2bea3bf56dcffefc5ec7d18b33e141f2c79d65c /indra | |
parent | bb0ae367d705e6d45f21526b26caa962824d6375 (diff) |
DRTVWR-592: Fix not thresholding texture lookups for non-normal textures. Also decrease threshold to (hopefully) reasonable level
Diffstat (limited to 'indra')
-rw-r--r-- | indra/newview/app_settings/shaders/class1/deferred/pbrterrainUtilF.glsl | 72 |
1 files changed, 62 insertions, 10 deletions
diff --git a/indra/newview/app_settings/shaders/class1/deferred/pbrterrainUtilF.glsl b/indra/newview/app_settings/shaders/class1/deferred/pbrterrainUtilF.glsl index 4f2619f811..b89edc9731 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/pbrterrainUtilF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/pbrterrainUtilF.glsl @@ -69,6 +69,7 @@ vec4 terrain_mix(vec4[4] samples, float alpha1, float alpha2, float alphaFinal) // Pre-transformed texture coordinates for each axial uv slice (Packing: xy, yz, (-x)z, unused) #define TerrainCoord vec4[2] +#define TERRAIN_TRIPLANAR_MIX_THRESHOLD 0.01 vec4 _t_texture(sampler2D tex, vec2 uv_unflipped, float sign) { @@ -89,12 +90,63 @@ vec3 _t_texture_n(sampler2D tex, vec2 uv_unflipped, float sign) vec4 terrain_texture(sampler2D tex, TerrainCoord terrain_coord) { - // 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)); + vec3 weight = normalize(pow(abs(vary_vertex_normal), vec3(sharpness))); + float threshold = TERRAIN_TRIPLANAR_MIX_THRESHOLD; + weight = max(vec3(0), sign(weight - threshold)); + + #define SAMPLE_X 1 << 2 + #define SAMPLE_Y 1 << 1 + #define SAMPLE_Z 1 << 0 + int sample_type = (int(weight.x) * SAMPLE_X) | + (int(weight.y) * SAMPLE_Y) | + (int(weight.z) * SAMPLE_Z); + #define terrain_coord_x terrain_coord[0].zw + #define terrain_coord_y terrain_coord[1].xy + #define terrain_coord_z terrain_coord[0].xy + vec4 x; + vec4 y; + vec4 z; + switch (sample_type) + { + case SAMPLE_X | SAMPLE_Y | SAMPLE_Z: + x = _t_texture(tex, terrain_coord_x, sign(vary_vertex_normal.x)); + y = _t_texture(tex, terrain_coord_y, sign(vary_vertex_normal.y)); + z = _t_texture(tex, terrain_coord_z, sign(vary_vertex_normal.z)); + break; + case SAMPLE_X | SAMPLE_Y: + x = _t_texture(tex, terrain_coord_x, sign(vary_vertex_normal.x)); + y = _t_texture(tex, terrain_coord_y, sign(vary_vertex_normal.y)); + z = vec4(0); + break; + case SAMPLE_X | SAMPLE_Z: + x = _t_texture(tex, terrain_coord_x, sign(vary_vertex_normal.x)); + y = vec4(0); + z = _t_texture(tex, terrain_coord_z, sign(vary_vertex_normal.z)); + break; + case SAMPLE_Y | SAMPLE_Z: + x = vec4(0); + y = _t_texture(tex, terrain_coord_y, sign(vary_vertex_normal.y)); + z = _t_texture(tex, terrain_coord_z, sign(vary_vertex_normal.z)); + break; + case SAMPLE_X: + x = _t_texture(tex, terrain_coord_x, sign(vary_vertex_normal.x)); + y = vec4(0); + z = vec4(0); + break; + case SAMPLE_Y: + x = vec4(0); + y = _t_texture(tex, terrain_coord_y, sign(vary_vertex_normal.y)); + z = vec4(0); + break; + case SAMPLE_Z: + default: + x = vec4(0); + y = vec4(0); + z = _t_texture(tex, terrain_coord_z, sign(vary_vertex_normal.z)); + break; + } + return ((x * weight.x) + (y * weight.y) + (z * weight.z)) / (weight.x + weight.y + weight.z); } @@ -110,16 +162,16 @@ vec4 terrain_texture(sampler2D tex, TerrainCoord terrain_coord) vec3 terrain_texture_normal(sampler2D tex, TerrainCoord terrain_coord) { float sharpness = TERRAIN_TRIPLANAR_BLEND_FACTOR; - vec3 weight = pow(abs(vary_vertex_normal), vec3(sharpness)); - float threshold = 0.1; + vec3 weight = normalize(pow(abs(vary_vertex_normal), vec3(sharpness))); + float threshold = TERRAIN_TRIPLANAR_MIX_THRESHOLD; weight = max(vec3(0), sign(weight - threshold)); - int sample_type = (int(weight.x) << 2) | - (int(weight.y) << 1) | - (int(weight.z) << 0); #define SAMPLE_X 1 << 2 #define SAMPLE_Y 1 << 1 #define SAMPLE_Z 1 << 0 + int sample_type = (int(weight.x) * SAMPLE_X) | + (int(weight.y) * SAMPLE_Y) | + (int(weight.z) * SAMPLE_Z); #define terrain_coord_x terrain_coord[0].zw #define terrain_coord_y terrain_coord[1].xy #define terrain_coord_z terrain_coord[0].xy |