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diff --git a/indra/newview/app_settings/shaders/class1/deferred/pbrterrainV.glsl b/indra/newview/app_settings/shaders/class1/deferred/pbrterrainV.glsl
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+/**
+ * @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
+ * $/LicenseInfo$
+ */
+
+#define TERRAIN_PBR_DETAIL_EMISSIVE 0
+#define TERRAIN_PBR_DETAIL_OCCLUSION -1
+#define TERRAIN_PBR_DETAIL_NORMAL -2
+#define TERRAIN_PBR_DETAIL_METALLIC_ROUGHNESS -3
+
+uniform mat3 normal_matrix;
+uniform mat4 texture_matrix0;
+uniform mat4 modelview_matrix;
+uniform mat4 modelview_projection_matrix;
+
+in vec3 position;
+in vec3 normal;
+in vec4 tangent;
+in vec4 diffuse_color;
+in vec2 texcoord1;
+
+out vec3 vary_vertex_normal; // Used by pbrterrainUtilF.glsl
+out vec3 vary_normal;
+#if (TERRAIN_PBR_DETAIL >= TERRAIN_PBR_DETAIL_NORMAL)
+out vec3 vary_tangents[4];
+flat out float vary_sign;
+#endif
+out vec4 vary_texcoord0;
+out vec4 vary_texcoord1;
+#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
+// individual texture info.
+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);
+
+void main()
+{
+ //transform vertex
+ gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0);
+ vary_position = (modelview_matrix*vec4(position.xyz, 1.0)).xyz;
+
+ vec3 n = normal_matrix * normal;
+ vary_vertex_normal = normal;
+ vec3 t = normal_matrix * tangent.xyz;
+
+#if (TERRAIN_PBR_DETAIL >= TERRAIN_PBR_DETAIL_NORMAL)
+ {
+ vec4[2] ttt;
+ // 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));
+ // 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));
+ // 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));
+ // 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));
+ }
+
+ vary_sign = tangent.w;
+#endif
+ vary_normal = normalize(n);
+
+ // Transform and pass tex coords
+ {
+ vec4[2] 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)
+#define transform_negx_z_flipped() terrain_texture_transform(position.xz, ttt)
+ // 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_coords[0].xy = transform_xy();
+ vary_coords[0].zw = transform_yz();
+ vary_coords[1].xy = transform_negx_z();
+ vary_coords[1].zw = transform_yz_flipped();
+ vary_coords[2].xy = transform_negx_z_flipped();
+ // material 2
+ ttt[0].xyz = terrain_texture_transforms[1].yzw;
+ ttt[1].xy = terrain_texture_transforms[2].xy;
+ vary_coords[2].zw = transform_xy();
+ vary_coords[3].xy = transform_yz();
+ vary_coords[3].zw = transform_negx_z();
+ vary_coords[4].xy = transform_yz_flipped();
+ vary_coords[4].zw = transform_negx_z_flipped();
+ // 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[5].xy = transform_xy();
+ vary_coords[5].zw = transform_yz();
+ vary_coords[6].xy = transform_negx_z();
+ vary_coords[6].zw = transform_yz_flipped();
+ vary_coords[7].xy = transform_negx_z_flipped();
+ // 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[7].zw = transform_xy();
+ vary_coords[8].xy = transform_yz();
+ vary_coords[8].zw = transform_negx_z();
+ vary_coords[9].xy = transform_yz_flipped();
+ vary_coords[9].zw = transform_negx_z_flipped();
+#elif TERRAIN_PLANAR_TEXTURE_SAMPLE_COUNT == 1
+ // 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_coords[0].xy = terrain_texture_transform(position.xy, ttt);
+ // 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);
+ // 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);
+ // 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);
+#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);
+}