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 | 38 |
1 files changed, 20 insertions, 18 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..e9515a9187 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/pbralphaV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/pbralphaV.glsl @@ -44,15 +44,14 @@ 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 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; -#ifdef HAS_SUN_SHADOW out vec3 vary_fragcoord; + uniform float near_clip; -#endif in vec3 position; in vec4 diffuse_color; @@ -60,7 +59,7 @@ 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; @@ -71,6 +70,8 @@ out vec3 vary_tangent; flat out float vary_sign; out vec3 vary_normal; +vec2 texture_transform(vec2 vertex_texcoord, vec4[2] khr_gltf_transform, mat4 sl_animation_transform); + void main() { @@ -86,14 +87,12 @@ void main() #endif gl_Position = vert; -#ifdef HAS_SUN_SHADOW 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; + 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; @@ -126,18 +125,21 @@ uniform mat4 modelview_matrix; out vec3 vary_position; -uniform mat3 texture_basecolor_matrix; -uniform mat3 texture_emissive_matrix; +uniform vec4[2] texture_base_color_transform; +uniform vec4[2] texture_emissive_transform; 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, vec4[2] khr_gltf_transform, mat4 sl_animation_transform); + + void main() { //transform vertex @@ -145,8 +147,8 @@ 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; + 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; } |