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 | 93 |
1 files changed, 93 insertions, 0 deletions
diff --git a/indra/newview/app_settings/shaders/class1/deferred/pbrterrainV.glsl b/indra/newview/app_settings/shaders/class1/deferred/pbrterrainV.glsl new file mode 100644 index 0000000000..dbb9404219 --- /dev/null +++ b/indra/newview/app_settings/shaders/class1/deferred/pbrterrainV.glsl @@ -0,0 +1,93 @@ +/** + * @file class1\environment\pbrterrainV.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 + * $/LicenseInfo$ + */ + +uniform mat3 normal_matrix; +uniform mat4 texture_matrix0; +uniform mat4 modelview_projection_matrix; + +in vec3 position; +in vec3 normal; +in vec4 tangent; +in vec4 diffuse_color; +in vec2 texcoord1; + +#if TERRAIN_PLANAR_TEXTURE_SAMPLE_COUNT == 3 +out vec4[2] vary_coords; +#endif +out vec3 vary_vertex_normal; // Used by pbrterrainUtilF.glsl +out vec3 vary_normal; +out vec3 vary_tangent; +flat out float vary_sign; +out vec4 vary_texcoord0; +out vec4 vary_texcoord1; + +// *HACK: tangent_space_transform should use texture_normal_transform, or maybe +// we shouldn't use tangent_space_transform at all. See the call to +// tangent_space_transform below. +uniform vec4[2] texture_base_color_transform; + +vec2 texture_transform(vec2 vertex_texcoord, vec4[2] khr_gltf_transform, mat4 sl_animation_transform); +vec3 tangent_space_transform(vec4 vertex_tangent, vec3 vertex_normal, vec4[2] khr_gltf_transform, mat4 sl_animation_transform); + +void main() +{ + //transform vertex + gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0); + + vec3 n = normal_matrix * normal; + vary_vertex_normal = normal; + vec3 t = normal_matrix * tangent.xyz; + + vary_tangent = normalize(t); + // *TODO: Decide if we want this. It may be better to just calculate the + // tangents on-the-fly in the fragment shader, due to the subtleties of the + // effect of triplanar mapping on UVs. + // *HACK: Should be using texture_normal_transform here. The KHR texture + // transform spec requires handling texture transforms separately for each + // individual texture. + vary_tangent = normalize(tangent_space_transform(vec4(t, tangent.w), n, texture_base_color_transform, texture_matrix0)); + vary_sign = tangent.w; + vary_normal = normalize(n); + + // Transform and pass tex coords + // *HACK: texture_base_color_transform is used for all of these here, but + // the KHR texture transform spec requires handling texture transforms + // separately for each individual texture. +#if TERRAIN_PLANAR_TEXTURE_SAMPLE_COUNT == 3 + // xy + vary_coords[0].xy = texture_transform(position.xy, texture_base_color_transform, texture_matrix0); + // yz + vary_coords[0].zw = texture_transform(position.yz, texture_base_color_transform, texture_matrix0); + // (-x)z + vary_coords[1].xy = texture_transform(position.xz * vec2(-1, 1), texture_base_color_transform, texture_matrix0); +#elif TERRAIN_PLANAR_TEXTURE_SAMPLE_COUNT == 1 + vary_texcoord0.xy = texture_transform(position.xy, texture_base_color_transform, texture_matrix0); +#endif + + vec4 tc = vec4(texcoord1,0,1); + 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); +} |