diff options
Diffstat (limited to 'indra/newview/app_settings/shaders/class1/deferred/pbrterrainV.glsl')
-rw-r--r-- | indra/newview/app_settings/shaders/class1/deferred/pbrterrainV.glsl | 61 |
1 files changed, 45 insertions, 16 deletions
diff --git a/indra/newview/app_settings/shaders/class1/deferred/pbrterrainV.glsl b/indra/newview/app_settings/shaders/class1/deferred/pbrterrainV.glsl index f8e826bbdb..6791a22a76 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/pbrterrainV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/pbrterrainV.glsl @@ -28,31 +28,47 @@ #define TERRAIN_PBR_DETAIL_NORMAL -2 #define TERRAIN_PBR_DETAIL_METALLIC_ROUGHNESS -3 +#define TERRAIN_PAINT_TYPE_HEIGHTMAP_WITH_NOISE 0 +#define TERRAIN_PAINT_TYPE_PBR_PAINTMAP 1 + uniform mat3 normal_matrix; uniform mat4 texture_matrix0; uniform mat4 modelview_matrix; uniform mat4 modelview_projection_matrix; +#if TERRAIN_PAINT_TYPE == TERRAIN_PAINT_TYPE_PBR_PAINTMAP +uniform float region_scale; +#endif in vec3 position; in vec3 normal; in vec4 tangent; in vec4 diffuse_color; +#if TERRAIN_PAINT_TYPE == TERRAIN_PAINT_TYPE_HEIGHTMAP_WITH_NOISE in vec2 texcoord1; +#endif -out vec3 vary_vertex_normal; // Used by pbrterrainUtilF.glsl +out vec3 vary_position; out vec3 vary_normal; +#if TERRAIN_PLANAR_TEXTURE_SAMPLE_COUNT == 3 +out vec3 vary_vertex_normal; // Used by pbrterrainUtilF.glsl +#endif #if (TERRAIN_PBR_DETAIL >= TERRAIN_PBR_DETAIL_NORMAL) out vec3 vary_tangents[4]; -flat out float vary_sign; +flat out float vary_signs[4]; #endif + +// vary_texcoord* are used for terrain composition, vary_coords are used for terrain UVs +#if TERRAIN_PAINT_TYPE == TERRAIN_PAINT_TYPE_HEIGHTMAP_WITH_NOISE out vec4 vary_texcoord0; out vec4 vary_texcoord1; +#elif TERRAIN_PAINT_TYPE == TERRAIN_PAINT_TYPE_PBR_PAINTMAP +out vec2 vary_texcoord; +#endif #if TERRAIN_PLANAR_TEXTURE_SAMPLE_COUNT == 3 out vec4[10] vary_coords; #elif TERRAIN_PLANAR_TEXTURE_SAMPLE_COUNT == 1 out vec4[2] vary_coords; #endif -out vec3 vary_position; // *HACK: Each material uses only one texture transform, but the KHR texture // transform spec allows handling texture transforms separately for each @@ -60,7 +76,7 @@ out vec3 vary_position; uniform vec4[5] terrain_texture_transforms; vec2 terrain_texture_transform(vec2 vertex_texcoord, vec4[2] khr_gltf_transform); -vec3 terrain_tangent_space_transform(vec4 vertex_tangent, vec3 vertex_normal, vec4[2] khr_gltf_transform); +vec4 terrain_tangent_space_transform(vec4 vertex_tangent, vec3 vertex_normal, vec4[2] khr_gltf_transform); void main() { @@ -69,43 +85,52 @@ void main() vary_position = (modelview_matrix*vec4(position.xyz, 1.0)).xyz; vec3 n = normal_matrix * normal; +#if TERRAIN_PLANAR_TEXTURE_SAMPLE_COUNT == 3 vary_vertex_normal = normal; +#endif vec3 t = normal_matrix * tangent.xyz; #if (TERRAIN_PBR_DETAIL >= TERRAIN_PBR_DETAIL_NORMAL) { vec4[2] ttt; + vec4 transformed_tangent; // material 1 ttt[0].xyz = terrain_texture_transforms[0].xyz; ttt[1].x = terrain_texture_transforms[0].w; ttt[1].y = terrain_texture_transforms[1].x; - vary_tangents[0] = normalize(terrain_tangent_space_transform(vec4(t, tangent.w), n, ttt)); + transformed_tangent = terrain_tangent_space_transform(vec4(t, tangent.w), n, ttt); + vary_tangents[0] = normalize(transformed_tangent.xyz); + vary_signs[0] = transformed_tangent.w; // material 2 ttt[0].xyz = terrain_texture_transforms[1].yzw; ttt[1].xy = terrain_texture_transforms[2].xy; - vary_tangents[1] = normalize(terrain_tangent_space_transform(vec4(t, tangent.w), n, ttt)); + transformed_tangent = terrain_tangent_space_transform(vec4(t, tangent.w), n, ttt); + vary_tangents[1] = normalize(transformed_tangent.xyz); + vary_signs[1] = transformed_tangent.w; // material 3 ttt[0].xy = terrain_texture_transforms[2].zw; ttt[0].z = terrain_texture_transforms[3].x; ttt[1].xy = terrain_texture_transforms[3].yz; - vary_tangents[2] = normalize(terrain_tangent_space_transform(vec4(t, tangent.w), n, ttt)); + transformed_tangent = terrain_tangent_space_transform(vec4(t, tangent.w), n, ttt); + vary_tangents[2] = normalize(transformed_tangent.xyz); + vary_signs[2] = transformed_tangent.w; // material 4 ttt[0].x = terrain_texture_transforms[3].w; ttt[0].yz = terrain_texture_transforms[4].xy; ttt[1].xy = terrain_texture_transforms[4].zw; - vary_tangents[3] = normalize(terrain_tangent_space_transform(vec4(t, tangent.w), n, ttt)); + transformed_tangent = terrain_tangent_space_transform(vec4(t, tangent.w), n, ttt); + vary_tangents[3] = normalize(transformed_tangent.xyz); + vary_signs[3] = transformed_tangent.w; } - - vary_sign = tangent.w; #endif vary_normal = normalize(n); // Transform and pass tex coords { vec4[2] ttt; +#define transform_xy() terrain_texture_transform(position.xy, ttt) #if TERRAIN_PLANAR_TEXTURE_SAMPLE_COUNT == 3 // Don't care about upside-down (transform_xy_flipped()) -#define transform_xy() terrain_texture_transform(position.xy, ttt) #define transform_yz() terrain_texture_transform(position.yz, ttt) #define transform_negx_z() terrain_texture_transform(position.xz * vec2(-1, 1), ttt) #define transform_yz_flipped() terrain_texture_transform(position.yz * vec2(-1, 1), ttt) @@ -150,26 +175,30 @@ void main() ttt[0].xyz = terrain_texture_transforms[0].xyz; ttt[1].x = terrain_texture_transforms[0].w; ttt[1].y = terrain_texture_transforms[1].x; - vary_coords[0].xy = terrain_texture_transform(position.xy, ttt); + vary_coords[0].xy = transform_xy(); // material 2 ttt[0].xyz = terrain_texture_transforms[1].yzw; ttt[1].xy = terrain_texture_transforms[2].xy; - vary_coords[0].zw = terrain_texture_transform(position.xy, ttt); + vary_coords[0].zw = transform_xy(); // material 3 ttt[0].xy = terrain_texture_transforms[2].zw; ttt[0].z = terrain_texture_transforms[3].x; ttt[1].xy = terrain_texture_transforms[3].yz; - vary_coords[1].xy = terrain_texture_transform(position.xy, ttt); + vary_coords[1].xy = transform_xy(); // material 4 ttt[0].x = terrain_texture_transforms[3].w; ttt[0].yz = terrain_texture_transforms[4].xy; ttt[1].xy = terrain_texture_transforms[4].zw; - vary_coords[1].zw = terrain_texture_transform(position.xy, ttt); + vary_coords[1].zw = transform_xy(); #endif } - vec4 tc = vec4(texcoord1,0,1); +#if TERRAIN_PAINT_TYPE == TERRAIN_PAINT_TYPE_HEIGHTMAP_WITH_NOISE + vec2 tc = texcoord1.xy; vary_texcoord0.zw = tc.xy; vary_texcoord1.xy = tc.xy-vec2(2.0, 0.0); vary_texcoord1.zw = tc.xy-vec2(1.0, 0.0); +#elif TERRAIN_PAINT_TYPE == TERRAIN_PAINT_TYPE_PBR_PAINTMAP + vary_texcoord = position.xy / region_scale; +#endif } |