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-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/pbrterrainF.glsl31
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/pbrterrainUtilF.glsl46
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/pbrterrainV.glsl38
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
}