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-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/pbrterrainUtilF.glsl31
1 files changed, 13 insertions, 18 deletions
diff --git a/indra/newview/app_settings/shaders/class1/deferred/pbrterrainUtilF.glsl b/indra/newview/app_settings/shaders/class1/deferred/pbrterrainUtilF.glsl
index 04eb135c90..d1a380bf94 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/pbrterrainUtilF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/pbrterrainUtilF.glsl
@@ -1,24 +1,24 @@
-/**
+/**
* @file class1\deferred\pbrterrainUtilF.glsl
*
* $LicenseInfo:firstyear=2023&license=viewerlgpl$
* Second Life Viewer Source Code
* Copyright (C) 2023, Linden Research, Inc.
- *
+ *
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation;
* version 2.1 of the License only.
- *
+ *
* This library is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* Lesser General Public License for more details.
- *
+ *
* You should have received a copy of the GNU Lesser General Public
* License along with this library; if not, write to the Free Software
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
- *
+ *
* Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
* $/LicenseInfo$
*/
@@ -233,17 +233,12 @@ float terrain_mix(TerrainMix tm, vec4 tms4)
// Triplanar mapping
// Pre-transformed texture coordinates for each axial uv slice (Packing: xy, yz, (-x)z, unused)
-#define TerrainCoord vec4[2]
+#define TerrainCoord vec4[3]
-vec2 _t_uv(vec2 uv_unflipped, float sign_or_zero)
+// If sign_or_zero is positive, use uv_unflippped, otherwise use uv_flipped
+vec2 _t_uv(vec2 uv_unflipped, vec2 uv_flipped, float sign_or_zero)
{
- // Handle case where sign is 0
- float sign = (2.0*sign_or_zero) + 1.0;
- sign /= abs(sign);
- // If the vertex normal is negative, flip the texture back
- // right-side up.
- vec2 uv = uv_unflipped * vec2(sign, 1);
- return uv;
+ return mix(uv_flipped, uv_unflipped, max(0.0, sign_or_zero));
}
vec3 _t_normal_post_1(vec3 vNt0, float sign_or_zero)
@@ -298,9 +293,9 @@ PBRMix terrain_sample_pbr(
{
PBRMix mix = init_pbr_mix();
-#define get_uv_x() _t_uv(terrain_coord[0].zw, sign(vary_vertex_normal.x))
-#define get_uv_y() _t_uv(terrain_coord[1].xy, sign(vary_vertex_normal.y))
-#define get_uv_z() _t_uv(terrain_coord[0].xy, sign(vary_vertex_normal.z))
+#define get_uv_x() _t_uv(terrain_coord[0].zw, terrain_coord[1].zw, sign(vary_vertex_normal.x))
+#define get_uv_y() _t_uv(terrain_coord[1].xy, terrain_coord[2].xy, sign(vary_vertex_normal.y))
+#define get_uv_z() _t_uv(terrain_coord[0].xy, vec2(0), sign(vary_vertex_normal.z))
switch (tw.type & SAMPLE_X)
{
case SAMPLE_X:
@@ -379,7 +374,7 @@ PBRMix terrain_sample_pbr(
default:
break;
}
-
+
return mix;
}