diff options
Diffstat (limited to 'indra/newview/app_settings/shaders/class1/deferred/pbralphaV.glsl')
-rw-r--r-- | indra/newview/app_settings/shaders/class1/deferred/pbralphaV.glsl | 29 |
1 files changed, 23 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 da27be6e7f..ee44ad874c 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/pbralphaV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/pbralphaV.glsl @@ -64,6 +64,9 @@ out vec2 basecolor_texcoord; out vec2 normal_texcoord; out vec2 metallic_roughness_texcoord; out vec2 emissive_texcoord; +#if DEBUG_TEXCOORD +out vec2 original_texcoord; +#endif out vec4 vertex_color; @@ -71,6 +74,8 @@ 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); + void main() { @@ -90,10 +95,13 @@ void main() vary_fragcoord.xyz = vert.xyz + vec3(0,0,near_clip); #endif - basecolor_texcoord = (texture_matrix0 * vec4(texture_basecolor_matrix * vec3(texcoord0,1), 1)).xy; - normal_texcoord = (texture_matrix0 * vec4(texture_normal_matrix * vec3(texcoord0,1), 1)).xy; - metallic_roughness_texcoord = (texture_matrix0 * vec4(texture_metallic_roughness_matrix * vec3(texcoord0,1), 1)).xy; - emissive_texcoord = (texture_matrix0 * vec4(texture_emissive_matrix * vec3(texcoord0,1), 1)).xy; + 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); +#if DEBUG_TEXCOORD + original_texcoord = texcoord0; +#endif #ifdef HAS_SKIN vec3 n = (mat*vec4(normal.xyz+position.xyz,1.0)).xyz-pos.xyz; @@ -135,9 +143,15 @@ in vec2 texcoord0; out vec2 basecolor_texcoord; out vec2 emissive_texcoord; +#if DEBUG_TEXCOORD +out vec2 original_texcoord; +#endif out vec4 vertex_color; +vec2 texture_transform(vec2 vertex_texcoord, mat3 khr_gltf_transform, mat4 sl_animation_transform); + + void main() { //transform vertex @@ -145,8 +159,11 @@ void main() gl_Position = vert; vary_position = vert.xyz; - basecolor_texcoord = (texture_matrix0 * vec4(texture_basecolor_matrix * vec3(texcoord0,1), 1)).xy; - emissive_texcoord = (texture_matrix0 * vec4(texture_emissive_matrix * vec3(texcoord0,1), 1)).xy; + basecolor_texcoord = texture_transform(texcoord0, texture_basecolor_matrix, texture_matrix0); + emissive_texcoord = texture_transform(texcoord0, texture_emissive_matrix, texture_matrix0); +#if DEBUG_TEXCOORD + original_texcoord = texcoord0; +#endif vertex_color = diffuse_color; } |