diff options
Diffstat (limited to 'indra/newview/app_settings/shaders/class1/deferred/pbropaqueF.glsl')
-rw-r--r-- | indra/newview/app_settings/shaders/class1/deferred/pbropaqueF.glsl | 30 |
1 files changed, 14 insertions, 16 deletions
diff --git a/indra/newview/app_settings/shaders/class1/deferred/pbropaqueF.glsl b/indra/newview/app_settings/shaders/class1/deferred/pbropaqueF.glsl index 7376e9eb47..39419e9d78 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/pbropaqueF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/pbropaqueF.glsl @@ -36,15 +36,16 @@ uniform sampler2D specularMap; // Packed: Occlusion, Metal, Roughness out vec4 frag_data[4]; -VARYING vec3 vary_position; -VARYING vec4 vertex_color; -VARYING vec3 vary_normal; -VARYING vec3 vary_tangent; +in vec3 vary_position; +in vec4 vertex_color; +in vec3 vary_normal; +in vec3 vary_tangent; flat in float vary_sign; -VARYING vec2 vary_texcoord0; -VARYING vec2 vary_texcoord1; -VARYING vec2 vary_texcoord2; +in vec2 basecolor_texcoord; +in vec2 normal_texcoord; +in vec2 metallic_roughness_texcoord; +in vec2 emissive_texcoord; uniform float minimum_alpha; // PBR alphaMode: MASK, See: mAlphaCutoff, setAlphaCutoff() @@ -56,19 +57,16 @@ uniform mat3 normal_matrix; void main() { -// IF .mFeatures.mIndexedTextureChannels = LLGLSLShader::sIndexedTextureChannels; -// vec3 col = vertex_color.rgb * diffuseLookup(vary_texcoord0.xy).rgb; -// else - vec4 albedo = texture2D(diffuseMap, vary_texcoord0.xy).rgba; - if (albedo.a < minimum_alpha) + vec4 basecolor = texture2D(diffuseMap, basecolor_texcoord.xy).rgba; + if (basecolor.a < minimum_alpha) { discard; } - vec3 col = vertex_color.rgb * srgb_to_linear(albedo.rgb); + vec3 col = vertex_color.rgb * srgb_to_linear(basecolor.rgb); // from mikktspace.com - vec3 vNt = texture2D(bumpMap, vary_texcoord1.xy).xyz*2.0-1.0; + vec3 vNt = texture2D(bumpMap, normal_texcoord.xy).xyz*2.0-1.0; float sign = vary_sign; vec3 vN = vary_normal; vec3 vT = vary_tangent.xyz; @@ -81,13 +79,13 @@ void main() // occlusion 1.0 // roughness 0.0 // metal 0.0 - vec3 spec = texture2D(specularMap, vary_texcoord2.xy).rgb; + vec3 spec = texture2D(specularMap, metallic_roughness_texcoord.xy).rgb; spec.g *= roughnessFactor; spec.b *= metallicFactor; vec3 emissive = emissiveColor; - emissive *= srgb_to_linear(texture2D(emissiveMap, vary_texcoord0.xy).rgb); + emissive *= srgb_to_linear(texture2D(emissiveMap, emissive_texcoord.xy).rgb); tnorm *= gl_FrontFacing ? 1.0 : -1.0; |