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 | 40 |
1 files changed, 14 insertions, 26 deletions
diff --git a/indra/newview/app_settings/shaders/class1/deferred/pbralphaV.glsl b/indra/newview/app_settings/shaders/class1/deferred/pbralphaV.glsl index a9e114dddc..e9515a9187 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/pbralphaV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/pbralphaV.glsl @@ -44,18 +44,10 @@ uniform mat4 modelview_matrix; out vec3 vary_position; -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; +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; out vec3 vary_fragcoord; @@ -78,7 +70,7 @@ out vec3 vary_tangent; flat out float vary_sign; out vec3 vary_normal; -vec2 texture_transform(vec2 vertex_texcoord, vec2 khr_gltf_scale, float khr_gltf_rotation, vec2 khr_gltf_offset, mat4 sl_animation_transform); +vec2 texture_transform(vec2 vertex_texcoord, vec4[2] khr_gltf_transform, mat4 sl_animation_transform); void main() @@ -97,10 +89,10 @@ void main() vary_fragcoord.xyz = vert.xyz + vec3(0,0,near_clip); - 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); + 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; @@ -133,12 +125,8 @@ uniform mat4 modelview_matrix; out vec3 vary_position; -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; +uniform vec4[2] texture_base_color_transform; +uniform vec4[2] texture_emissive_transform; in vec3 position; in vec4 diffuse_color; @@ -149,7 +137,7 @@ out vec2 emissive_texcoord; out vec4 vertex_color; -vec2 texture_transform(vec2 vertex_texcoord, vec2 khr_gltf_scale, float khr_gltf_rotation, vec2 khr_gltf_offset, mat4 sl_animation_transform); +vec2 texture_transform(vec2 vertex_texcoord, vec4[2] khr_gltf_transform, mat4 sl_animation_transform); void main() @@ -159,8 +147,8 @@ void main() gl_Position = vert; vary_position = vert.xyz; - 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); + 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; } |