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path: root/indra/newview/app_settings/shaders/class1/deferred/pbralphaV.glsl
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Diffstat (limited to 'indra/newview/app_settings/shaders/class1/deferred/pbralphaV.glsl')
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/pbralphaV.glsl38
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;
}