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-rw-r--r--indra/llrender/llshadermgr.cpp20
-rw-r--r--indra/llrender/llshadermgr.h18
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/pbralphaV.glsl44
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/pbrglowF.glsl4
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/pbrglowV.glsl16
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/pbropaqueF.glsl8
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/pbropaqueV.glsl52
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/textureUtilV.glsl32
-rw-r--r--indra/newview/app_settings/shaders/class2/deferred/pbralphaF.glsl8
-rw-r--r--indra/newview/llfetchedgltfmaterial.cpp23
10 files changed, 153 insertions, 72 deletions
diff --git a/indra/llrender/llshadermgr.cpp b/indra/llrender/llshadermgr.cpp
index 13074032e0..c355115e8c 100644
--- a/indra/llrender/llshadermgr.cpp
+++ b/indra/llrender/llshadermgr.cpp
@@ -1073,11 +1073,21 @@ void LLShaderMgr::initAttribsAndUniforms()
mReservedUniforms.push_back("texture_matrix3");
mReservedUniforms.push_back("object_plane_s");
mReservedUniforms.push_back("object_plane_t");
- mReservedUniforms.push_back("texture_basecolor_matrix"); // GLTF
- mReservedUniforms.push_back("texture_normal_matrix"); // GLTF
- mReservedUniforms.push_back("texture_metallic_roughness_matrix"); // GLTF
- mReservedUniforms.push_back("texture_emissive_matrix"); // GLTF
- llassert(mReservedUniforms.size() == LLShaderMgr::TEXTURE_EMISSIVE_MATRIX+1);
+
+ 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("viewport");
diff --git a/indra/llrender/llshadermgr.h b/indra/llrender/llshadermgr.h
index 3c8bef635a..f7439a65af 100644
--- a/indra/llrender/llshadermgr.h
+++ b/indra/llrender/llshadermgr.h
@@ -52,10 +52,20 @@ public:
TEXTURE_MATRIX3, // "texture_matrix3"
OBJECT_PLANE_S, // "object_plane_s"
OBJECT_PLANE_T, // "object_plane_t"
- TEXTURE_BASECOLOR_MATRIX, // "texture_basecolor_matrix" (GLTF)
- TEXTURE_NORMAL_MATRIX, // "texture_normal_matrix" (GLTF)
- TEXTURE_METALLIC_ROUGHNESS_MATRIX, // "texture_metallic_roughness_matrix" (GLTF)
- TEXTURE_EMISSIVE_MATRIX, // "texture_emissive_matrix" (GLTF)
+
+ 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)
+
VIEWPORT, // "viewport"
LIGHT_POSITION, // "light_position"
LIGHT_DIRECTION, // "light_direction"
diff --git a/indra/newview/app_settings/shaders/class1/deferred/pbralphaV.glsl b/indra/newview/app_settings/shaders/class1/deferred/pbralphaV.glsl
index ddb53ff852..d44d1a2e6f 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/pbralphaV.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/pbralphaV.glsl
@@ -44,10 +44,18 @@ uniform mat4 modelview_matrix;
out vec3 vary_position;
-uniform mat3 texture_basecolor_matrix;
-uniform mat3 texture_normal_matrix;
-uniform mat3 texture_metallic_roughness_matrix;
-uniform mat3 texture_emissive_matrix;
+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;
#ifdef HAS_SUN_SHADOW
out vec3 vary_fragcoord;
@@ -60,7 +68,7 @@ in vec3 normal;
in vec4 tangent;
in vec2 texcoord0;
-out vec2 basecolor_texcoord;
+out vec2 base_color_texcoord;
out vec2 normal_texcoord;
out vec2 metallic_roughness_texcoord;
out vec2 emissive_texcoord;
@@ -71,7 +79,7 @@ out vec3 vary_tangent;
flat out float vary_sign;
out vec3 vary_normal;
-vec2 texture_transform(vec2 vertex_texcoord, mat3 khr_gltf_transform, mat4 sl_animation_transform);
+vec2 texture_transform(vec2 vertex_texcoord, vec2 khr_gltf_scale, float khr_gltf_rotation, vec2 khr_gltf_offset, mat4 sl_animation_transform);
void main()
@@ -92,10 +100,10 @@ void main()
vary_fragcoord.xyz = vert.xyz + vec3(0,0,near_clip);
#endif
- basecolor_texcoord = texture_transform(texcoord0, texture_basecolor_matrix, texture_matrix0);
- normal_texcoord = texture_transform(texcoord0, texture_normal_matrix, texture_matrix0);
- metallic_roughness_texcoord = texture_transform(texcoord0, texture_metallic_roughness_matrix, texture_matrix0);
- emissive_texcoord = texture_transform(texcoord0, texture_emissive_matrix, texture_matrix0);
+ 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);
#ifdef HAS_SKIN
vec3 n = (mat*vec4(normal.xyz+position.xyz,1.0)).xyz-pos.xyz;
@@ -128,19 +136,23 @@ uniform mat4 modelview_matrix;
out vec3 vary_position;
-uniform mat3 texture_basecolor_matrix;
-uniform mat3 texture_emissive_matrix;
+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;
in vec3 position;
in vec4 diffuse_color;
in vec2 texcoord0;
-out vec2 basecolor_texcoord;
+out vec2 base_color_texcoord;
out vec2 emissive_texcoord;
out vec4 vertex_color;
-vec2 texture_transform(vec2 vertex_texcoord, mat3 khr_gltf_transform, mat4 sl_animation_transform);
+vec2 texture_transform(vec2 vertex_texcoord, vec2 khr_gltf_scale, float khr_gltf_rotation, vec2 khr_gltf_offset, mat4 sl_animation_transform);
void main()
@@ -150,8 +162,8 @@ void main()
gl_Position = vert;
vary_position = vert.xyz;
- basecolor_texcoord = texture_transform(texcoord0, texture_basecolor_matrix, texture_matrix0);
- emissive_texcoord = texture_transform(texcoord0, texture_emissive_matrix, texture_matrix0);
+ 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);
vertex_color = diffuse_color;
}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/pbrglowF.glsl b/indra/newview/app_settings/shaders/class1/deferred/pbrglowF.glsl
index 8dc9e02f7a..1c36aa6b50 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/pbrglowF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/pbrglowF.glsl
@@ -37,7 +37,7 @@ out vec4 frag_color;
in vec3 vary_position;
in vec4 vertex_emissive;
-in vec2 basecolor_texcoord;
+in vec2 base_color_texcoord;
in vec2 emissive_texcoord;
uniform float minimum_alpha; // PBR alphaMode: MASK, See: mAlphaCutoff, setAlphaCutoff()
@@ -47,7 +47,7 @@ vec3 srgb_to_linear(vec3 c);
void main()
{
- vec4 basecolor = texture2D(diffuseMap, basecolor_texcoord.xy).rgba;
+ vec4 basecolor = texture2D(diffuseMap, base_color_texcoord.xy).rgba;
if (basecolor.a < minimum_alpha)
{
diff --git a/indra/newview/app_settings/shaders/class1/deferred/pbrglowV.glsl b/indra/newview/app_settings/shaders/class1/deferred/pbrglowV.glsl
index bcad1c1ceb..b73d08cf0d 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/pbrglowV.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/pbrglowV.glsl
@@ -34,20 +34,24 @@ uniform mat4 modelview_projection_matrix;
uniform mat4 texture_matrix0;
-uniform mat3 texture_basecolor_matrix;
-uniform mat3 texture_emissive_matrix;
+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;
in vec3 position;
in vec4 emissive;
in vec2 texcoord0;
-out vec2 basecolor_texcoord;
+out vec2 base_color_texcoord;
out vec2 emissive_texcoord;
out vec4 vertex_emissive;
-vec2 texture_transform(vec2 vertex_texcoord, mat3 khr_gltf_transform, mat4 sl_animation_transform);
+vec2 texture_transform(vec2 vertex_texcoord, vec2 khr_gltf_scale, float khr_gltf_rotation, vec2 khr_gltf_offset, mat4 sl_animation_transform);
void main()
{
@@ -64,8 +68,8 @@ void main()
gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0);
#endif
- basecolor_texcoord = texture_transform(texcoord0, texture_basecolor_matrix, texture_matrix0);
- emissive_texcoord = texture_transform(texcoord0, texture_emissive_matrix, texture_matrix0);
+ 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);
vertex_emissive = emissive;
}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/pbropaqueF.glsl b/indra/newview/app_settings/shaders/class1/deferred/pbropaqueF.glsl
index c4c5a7872b..6659e67a7a 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/pbropaqueF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/pbropaqueF.glsl
@@ -47,7 +47,7 @@ in vec3 vary_normal;
in vec3 vary_tangent;
flat in float vary_sign;
-in vec2 basecolor_texcoord;
+in vec2 base_color_texcoord;
in vec2 normal_texcoord;
in vec2 metallic_roughness_texcoord;
in vec2 emissive_texcoord;
@@ -62,7 +62,7 @@ uniform mat3 normal_matrix;
void main()
{
- vec4 basecolor = texture2D(diffuseMap, basecolor_texcoord.xy).rgba;
+ vec4 basecolor = texture2D(diffuseMap, base_color_texcoord.xy).rgba;
if (basecolor.a < minimum_alpha)
{
discard;
@@ -121,7 +121,7 @@ out vec4 frag_color;
in vec3 vary_position;
in vec4 vertex_color;
-in vec2 basecolor_texcoord;
+in vec2 base_color_texcoord;
in vec2 emissive_texcoord;
uniform float minimum_alpha; // PBR alphaMode: MASK, See: mAlphaCutoff, setAlphaCutoff()
@@ -131,7 +131,7 @@ vec3 srgb_to_linear(vec3 c);
void main()
{
- vec4 basecolor = texture2D(diffuseMap, basecolor_texcoord.xy).rgba;
+ vec4 basecolor = texture2D(diffuseMap, base_color_texcoord.xy).rgba;
if (basecolor.a < minimum_alpha)
{
discard;
diff --git a/indra/newview/app_settings/shaders/class1/deferred/pbropaqueV.glsl b/indra/newview/app_settings/shaders/class1/deferred/pbropaqueV.glsl
index f0e3d4f034..6f50aefdab 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/pbropaqueV.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/pbropaqueV.glsl
@@ -38,10 +38,18 @@ uniform mat4 modelview_projection_matrix;
#endif
uniform mat4 texture_matrix0;
-uniform mat3 texture_basecolor_matrix;
-uniform mat3 texture_normal_matrix;
-uniform mat3 texture_metallic_roughness_matrix;
-uniform mat3 texture_emissive_matrix;
+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;
in vec3 position;
in vec4 diffuse_color;
@@ -49,7 +57,7 @@ in vec3 normal;
in vec4 tangent;
in vec2 texcoord0;
-out vec2 basecolor_texcoord;
+out vec2 base_color_texcoord;
out vec2 normal_texcoord;
out vec2 metallic_roughness_texcoord;
out vec2 emissive_texcoord;
@@ -60,7 +68,7 @@ out vec3 vary_tangent;
flat out float vary_sign;
out vec3 vary_normal;
-vec2 texture_transform(vec2 vertex_texcoord, mat3 khr_gltf_transform, mat4 sl_animation_transform);
+vec2 texture_transform(vec2 vertex_texcoord, vec2 khr_gltf_scale, float khr_gltf_rotation, vec2 khr_gltf_offset, mat4 sl_animation_transform);
void main()
{
@@ -78,10 +86,10 @@ void main()
gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0);
#endif
- basecolor_texcoord = texture_transform(texcoord0, texture_basecolor_matrix, texture_matrix0);
- normal_texcoord = texture_transform(texcoord0, texture_normal_matrix, texture_matrix0);
- metallic_roughness_texcoord = texture_transform(texcoord0, texture_metallic_roughness_matrix, texture_matrix0);
- emissive_texcoord = texture_transform(texcoord0, texture_emissive_matrix, texture_matrix0);
+ 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);
#ifdef HAS_SKIN
vec3 n = (mat*vec4(normal.xyz+position.xyz,1.0)).xyz-pos.xyz;
@@ -106,29 +114,37 @@ uniform mat4 modelview_projection_matrix;
uniform mat4 texture_matrix0;
-uniform mat3 texture_basecolor_matrix;
-uniform mat3 texture_normal_matrix;
-uniform mat3 texture_metallic_roughness_matrix;
-uniform mat3 texture_emissive_matrix;
+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;
in vec3 position;
in vec4 diffuse_color;
in vec2 texcoord0;
-out vec2 basecolor_texcoord;
+out vec2 base_color_texcoord;
out vec2 emissive_texcoord;
out vec4 vertex_color;
-vec2 texture_transform(vec2 vertex_texcoord, mat3 khr_gltf_transform, mat4 sl_animation_transform);
+vec2 texture_transform(vec2 vertex_texcoord, vec2 khr_gltf_scale, float khr_gltf_rotation, vec2 khr_gltf_offset, mat4 sl_animation_transform);
void main()
{
//transform vertex
gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0);
- basecolor_texcoord = texture_transform(texcoord0, texture_basecolor_matrix, texture_matrix0);
- emissive_texcoord = texture_transform(texcoord0, texture_emissive_matrix, texture_matrix0);
+ 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);
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 b146c665f9..6ad317ca63 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/textureUtilV.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/textureUtilV.glsl
@@ -23,6 +23,31 @@
* $/LicenseInfo$
*/
+// This shader code is taken from the sample code on the KHR_texture_transform
+// spec page page, plus or minus some sign error corrections (I think because the GLSL
+// matrix constructor is backwards?):
+// https://github.com/KhronosGroup/glTF/tree/main/extensions/2.0/Khronos/KHR_texture_transform
+// Previously (6494eed242b1), we passed in a single, precalculated matrix
+// uniform per transform into the shaders. However, that was found to produce
+// small-but-noticeable discrepancies with the GLTF sample model
+// "TextureTransformTest", likely due to numerical precision differences. In
+// the interest of parity with other renderers, calculate the transform
+// directly in the shader. -Cosmic,2023-02-24
+vec2 khr_texture_transform(vec2 texcoord, vec2 scale, float rotation, vec2 offset)
+{
+ mat3 scale_mat = mat3(scale.x,0,0, 0,scale.y,0, 0,0,1);
+ mat3 offset_mat = mat3(1,0,0, 0,1,0, offset.x, offset.y, 1);
+ mat3 rotation_mat = mat3(
+ cos(rotation),-sin(rotation), 0,
+ sin(rotation), cos(rotation), 0,
+ 0, 0, 1
+ );
+
+ mat3 transform = offset_mat * rotation_mat * scale_mat;
+
+ return (transform * vec3(texcoord, 1)).xy;
+}
+
// vertex_texcoord - The UV texture coordinates sampled from the vertex at
// runtime. Per SL convention, this is in a right-handed UV coordinate
// system. Collada models also have right-handed UVs.
@@ -33,17 +58,14 @@
// 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, mat3 khr_gltf_transform, mat4 sl_animation_transform)
+vec2 texture_transform(vec2 vertex_texcoord, vec2 khr_gltf_scale, float khr_gltf_rotation, vec2 khr_gltf_offset, mat4 sl_animation_transform)
{
vec2 texcoord = vertex_texcoord;
// Convert to left-handed coordinate system. The offset of 1 is necessary
// for rotations to be applied correctly.
- // In the future, we could bake this coordinate conversion into the uniform
- // that khr_gltf_transform comes from, since it's applied immediately
- // before.
texcoord.y = 1.0 - texcoord.y;
- texcoord = (khr_gltf_transform * vec3(texcoord, 1.0)).xy;
+ texcoord = khr_texture_transform(texcoord, khr_gltf_scale, khr_gltf_rotation, khr_gltf_offset);
// Convert back to right-handed coordinate system
texcoord.y = 1.0 - texcoord.y;
texcoord = (sl_animation_transform * vec4(texcoord, 0, 1)).xy;
diff --git a/indra/newview/app_settings/shaders/class2/deferred/pbralphaF.glsl b/indra/newview/app_settings/shaders/class2/deferred/pbralphaF.glsl
index 35ccc65a8e..7cd6bae181 100644
--- a/indra/newview/app_settings/shaders/class2/deferred/pbralphaF.glsl
+++ b/indra/newview/app_settings/shaders/class2/deferred/pbralphaF.glsl
@@ -53,7 +53,7 @@ out vec4 frag_color;
in vec3 vary_position;
-in vec2 basecolor_texcoord;
+in vec2 base_color_texcoord;
in vec2 normal_texcoord;
in vec2 metallic_roughness_texcoord;
in vec2 emissive_texcoord;
@@ -163,7 +163,7 @@ void main()
waterClip(pos);
- vec4 basecolor = texture(diffuseMap, basecolor_texcoord.xy).rgba;
+ vec4 basecolor = texture(diffuseMap, base_color_texcoord.xy).rgba;
basecolor.rgb = srgb_to_linear(basecolor.rgb);
#ifdef HAS_ALPHA_MASK
if (basecolor.a < minimum_alpha)
@@ -263,7 +263,7 @@ out vec4 frag_color;
in vec3 vary_position;
-in vec2 basecolor_texcoord;
+in vec2 base_color_texcoord;
in vec2 emissive_texcoord;
in vec4 vertex_color;
@@ -282,7 +282,7 @@ void main()
vec3 pos = vary_position;
- vec4 basecolor = texture(diffuseMap, basecolor_texcoord.xy).rgba;
+ vec4 basecolor = texture(diffuseMap, base_color_texcoord.xy).rgba;
basecolor.rgb = srgb_to_linear(basecolor.rgb);
#ifdef HAS_ALPHA_MASK
if (basecolor.a < minimum_alpha)
diff --git a/indra/newview/llfetchedgltfmaterial.cpp b/indra/newview/llfetchedgltfmaterial.cpp
index f3583daa0a..2f2c58aa3a 100644
--- a/indra/newview/llfetchedgltfmaterial.cpp
+++ b/indra/newview/llfetchedgltfmaterial.cpp
@@ -110,14 +110,21 @@ void LLFetchedGLTFMaterial::bind(LLViewerTexture* media_tex)
shader->uniform1f(LLShaderMgr::METALLIC_FACTOR, mMetallicFactor);
shader->uniform3fv(LLShaderMgr::EMISSIVE_COLOR, 1, mEmissiveColor.mV);
- const LLMatrix3 base_color_matrix = mTextureTransform[GLTF_TEXTURE_INFO_BASE_COLOR].asMatrix();
- shader->uniformMatrix3fv(LLShaderMgr::TEXTURE_BASECOLOR_MATRIX, 1, false, (F32*)base_color_matrix.mMatrix);
- const LLMatrix3 normal_matrix = mTextureTransform[GLTF_TEXTURE_INFO_NORMAL].asMatrix();
- shader->uniformMatrix3fv(LLShaderMgr::TEXTURE_NORMAL_MATRIX, 1, false, (F32*)normal_matrix.mMatrix);
- const LLMatrix3 metallic_roughness_matrix = mTextureTransform[GLTF_TEXTURE_INFO_METALLIC_ROUGHNESS].asMatrix();
- shader->uniformMatrix3fv(LLShaderMgr::TEXTURE_METALLIC_ROUGHNESS_MATRIX, 1, false, (F32*)metallic_roughness_matrix.mMatrix);
- const LLMatrix3 emissive_matrix = mTextureTransform[GLTF_TEXTURE_INFO_EMISSIVE].asMatrix();
- shader->uniformMatrix3fv(LLShaderMgr::TEXTURE_EMISSIVE_MATRIX, 1, false, (F32*)emissive_matrix.mMatrix);
+ 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);
+
+ 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);
+
+ 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);
+
+ 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);
}
}