diff options
Diffstat (limited to 'indra/newview/app_settings/shaders/class1/deferred/pbropaqueV.glsl')
-rw-r--r-- | indra/newview/app_settings/shaders/class1/deferred/pbropaqueV.glsl | 30 |
1 files changed, 23 insertions, 7 deletions
diff --git a/indra/newview/app_settings/shaders/class1/deferred/pbropaqueV.glsl b/indra/newview/app_settings/shaders/class1/deferred/pbropaqueV.glsl index 8320640e42..aeb6b85e12 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/pbropaqueV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/pbropaqueV.glsl @@ -53,6 +53,9 @@ 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; @@ -60,6 +63,8 @@ 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() { #ifdef HAS_SKIN @@ -75,11 +80,14 @@ void main() //transform vertex gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0); #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; @@ -115,16 +123,24 @@ 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 gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0); - 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; } |