diff options
Diffstat (limited to 'indra/newview/app_settings/shaders/class1/deferred')
3 files changed, 101 insertions, 14 deletions
diff --git a/indra/newview/app_settings/shaders/class1/deferred/pbrterrainF.glsl b/indra/newview/app_settings/shaders/class1/deferred/pbrterrainF.glsl index 6ca35419f2..410c447c64 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/pbrterrainF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/pbrterrainF.glsl @@ -30,6 +30,9 @@ #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 + #if TERRAIN_PLANAR_TEXTURE_SAMPLE_COUNT == 3 #define TerrainCoord vec4[3] #elif TERRAIN_PLANAR_TEXTURE_SAMPLE_COUNT == 1 @@ -48,6 +51,7 @@ struct TerrainMix }; TerrainMix get_terrain_mix_weights(float alpha1, float alpha2, float alphaFinal); +TerrainMix get_terrain_usage_from_weight3(vec3 weight3); struct PBRMix { @@ -97,7 +101,11 @@ PBRMix mix_pbr(PBRMix mix1, PBRMix mix2, float mix2_weight); out vec4 frag_data[4]; +#if TERRAIN_PAINT_TYPE == TERRAIN_PAINT_TYPE_HEIGHTMAP_WITH_NOISE uniform sampler2D alpha_ramp; +#elif TERRAIN_PAINT_TYPE == TERRAIN_PAINT_TYPE_PBR_PAINTMAP +uniform sampler2D paint_map; +#endif // https://registry.khronos.org/glTF/specs/2.0/glTF-2.0.html#additional-textures uniform sampler2D detail_0_base_color; @@ -133,19 +141,25 @@ uniform vec3[4] emissiveColors; #endif uniform vec4 minimum_alphas; // PBR alphaMode: MASK, See: mAlphaCutoff, setAlphaCutoff() -#if TERRAIN_PLANAR_TEXTURE_SAMPLE_COUNT == 3 -in vec4[10] vary_coords; -#elif TERRAIN_PLANAR_TEXTURE_SAMPLE_COUNT == 1 -in vec4[2] vary_coords; -#endif in vec3 vary_position; in vec3 vary_normal; #if (TERRAIN_PBR_DETAIL >= TERRAIN_PBR_DETAIL_NORMAL) in vec3 vary_tangents[4]; flat in 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 in vec4 vary_texcoord0; in vec4 vary_texcoord1; +#elif TERRAIN_PAINT_TYPE == TERRAIN_PAINT_TYPE_PBR_PAINTMAP +in vec2 vary_texcoord; +#endif +#if TERRAIN_PLANAR_TEXTURE_SAMPLE_COUNT == 3 +in vec4[10] vary_coords; +#elif TERRAIN_PLANAR_TEXTURE_SAMPLE_COUNT == 1 +in vec4[2] vary_coords; +#endif void mirrorClip(vec3 position); @@ -171,11 +185,16 @@ void main() // Make sure we clip the terrain if we're in a mirror. mirrorClip(vary_position); + TerrainMix tm; +#if TERRAIN_PAINT_TYPE == TERRAIN_PAINT_TYPE_HEIGHTMAP_WITH_NOISE float alpha1 = texture(alpha_ramp, vary_texcoord0.zw).a; float alpha2 = texture(alpha_ramp,vary_texcoord1.xy).a; float alphaFinal = texture(alpha_ramp, vary_texcoord1.zw).a; - TerrainMix tm = get_terrain_mix_weights(alpha1, alpha2, alphaFinal); + tm = get_terrain_mix_weights(alpha1, alpha2, alphaFinal); +#elif TERRAIN_PAINT_TYPE == TERRAIN_PAINT_TYPE_PBR_PAINTMAP + tm = get_terrain_usage_from_weight3(texture(paint_map, vary_texcoord).xyz); +#endif #if (TERRAIN_PBR_DETAIL >= TERRAIN_PBR_DETAIL_OCCLUSION) // RGB = Occlusion, Roughness, Metal diff --git a/indra/newview/app_settings/shaders/class1/deferred/pbrterrainUtilF.glsl b/indra/newview/app_settings/shaders/class1/deferred/pbrterrainUtilF.glsl index 5098de717e..dc43007dca 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/pbrterrainUtilF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/pbrterrainUtilF.glsl @@ -51,7 +51,12 @@ #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 + +#if TERRAIN_PLANAR_TEXTURE_SAMPLE_COUNT == 3 in vec3 vary_vertex_normal; +#endif vec3 srgb_to_linear(vec3 c); @@ -202,6 +207,45 @@ TerrainMix get_terrain_mix_weights(float alpha1, float alpha2, float alphaFinal) return tm; } +// A paintmap weight applier for 4 swatches. The input saves a channel by not +// storing swatch 1, and assuming the weights of the 4 swatches add to 1. +// The components of weight3 should be between 0 and 1 +// The sum of the components of weight3 should be between 0 and 1 +TerrainMix get_terrain_usage_from_weight3(vec3 weight3) +{ + // These steps ensure the output weights add to between 0 and 1 + weight3.xyz = max(vec3(0.0), weight3.xyz); + weight3.xyz /= max(1.0, weight3.x + weight3.y + weight3.z); + + TerrainMix tm; + + // Extract the first weight from the other weights + tm.weight.x = 1.0 - (weight3.x + weight3.y + weight3.z); + tm.weight.yzw = weight3.xyz; + ivec4 usage = max(ivec4(0), ivec4(ceil(tm.weight))); + + tm.type = (usage.x * MIX_X) | + (usage.y * MIX_Y) | + (usage.z * MIX_Z) | + (usage.w * MIX_W); + return tm; +} + +// Inverse of get_terrain_usage_from_weight3, excluding usage flags +// The components of weight should be between 0 and 1 +// The sum of the components of weight should be 1 +vec3 get_weight3_from_terrain_weight(vec4 weight) +{ + // These steps ensure the input weights add to 1 + weight = max(vec4(0.0), weight); + weight.x += 1.0 - sign(weight.x + weight.y + weight.z + weight.w); + weight /= weight.x + weight.y + weight.z + weight.w; + + // Then return the input weights with the first weight truncated + return weight.yzw; +} + +#if TERRAIN_PLANAR_TEXTURE_SAMPLE_COUNT == 3 TerrainTriplanar _t_triplanar() { float sharpness = TERRAIN_TRIPLANAR_BLEND_FACTOR; @@ -219,6 +263,8 @@ TerrainTriplanar _t_triplanar() ((usage.z) * SAMPLE_Z); return tw; } +#endif + // Assume weights add to 1 float terrain_mix(TerrainMix tm, vec4 tms4) diff --git a/indra/newview/app_settings/shaders/class1/deferred/pbrterrainV.glsl b/indra/newview/app_settings/shaders/class1/deferred/pbrterrainV.glsl index c90b2b5926..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_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 @@ -69,7 +85,9 @@ 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) @@ -110,9 +128,9 @@ void main() // 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) @@ -157,26 +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 } |