diff options
Diffstat (limited to 'indra/newview/app_settings/shaders/class1/deferred/textureUtilV.glsl')
-rw-r--r-- | indra/newview/app_settings/shaders/class1/deferred/textureUtilV.glsl | 35 |
1 files changed, 35 insertions, 0 deletions
diff --git a/indra/newview/app_settings/shaders/class1/deferred/textureUtilV.glsl b/indra/newview/app_settings/shaders/class1/deferred/textureUtilV.glsl index 732333311c..7c02cb9d4a 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/textureUtilV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/textureUtilV.glsl @@ -77,6 +77,19 @@ vec2 texture_transform(vec2 vertex_texcoord, vec4[2] khr_gltf_transform, mat4 sl return texcoord; } +// Similar to texture_transform but no offset during coordinate system +// conversion, and no texture animation support. +vec2 terrain_texture_transform(vec2 vertex_texcoord, vec4[2] khr_gltf_transform) +{ + vec2 texcoord = vertex_texcoord; + + texcoord.y = -texcoord.y; + texcoord = khr_texture_transform(texcoord, khr_gltf_transform[0].xy, khr_gltf_transform[0].z, khr_gltf_transform[1].xy); + texcoord.y = -texcoord.y; + + return texcoord; +} + // Take the rotation only from both transforms and apply to the tangent. This // accounts for the change of the topology of the normal texture when a texture // rotation is applied to it. @@ -120,3 +133,25 @@ vec3 tangent_space_transform(vec4 vertex_tangent, vec3 vertex_normal, vec4[2] kh return (weights.x * vertex_binormal.xyz) + (weights.y * vertex_tangent.xyz); } + +// Similar to tangent_space_transform but no no texture animation support. +vec3 terrain_tangent_space_transform(vec4 vertex_tangent, vec3 vertex_normal, vec4[2] khr_gltf_transform) +{ + // Immediately convert to left-handed coordinate system ((0,1) -> (0, -1)) + vec2 weights = vec2(0, -1); + + // Apply KHR_texture_transform (rotation only) + float khr_rotation = khr_gltf_transform[0].z; + mat2 khr_rotation_mat = mat2( + cos(khr_rotation),-sin(khr_rotation), + sin(khr_rotation), cos(khr_rotation) + ); + weights = khr_rotation_mat * weights; + + // Convert back to right-handed coordinate system + weights.y = -weights.y; + + vec3 vertex_binormal = vertex_tangent.w * cross(vertex_normal, vertex_tangent.xyz); + + return (weights.x * vertex_binormal.xyz) + (weights.y * vertex_tangent.xyz); +} |