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-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/pbralphaV.glsl40
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/pbrglowV.glsl14
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/pbropaqueV.glsl48
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/textureUtilV.glsl4
4 files changed, 37 insertions, 69 deletions
diff --git a/indra/newview/app_settings/shaders/class1/deferred/pbralphaV.glsl b/indra/newview/app_settings/shaders/class1/deferred/pbralphaV.glsl
index a9e114dddc..e9515a9187 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/pbralphaV.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/pbralphaV.glsl
@@ -44,18 +44,10 @@ uniform mat4 modelview_matrix;
out vec3 vary_position;
-uniform vec2 texture_base_color_scale;
-uniform float texture_base_color_rotation;
-uniform vec2 texture_base_color_offset;
-uniform vec2 texture_normal_scale;
-uniform float texture_normal_rotation;
-uniform vec2 texture_normal_offset;
-uniform vec2 texture_metallic_roughness_scale;
-uniform float texture_metallic_roughness_rotation;
-uniform vec2 texture_metallic_roughness_offset;
-uniform vec2 texture_emissive_scale;
-uniform float texture_emissive_rotation;
-uniform vec2 texture_emissive_offset;
+uniform vec4[2] texture_base_color_transform;
+uniform vec4[2] texture_normal_transform;
+uniform vec4[2] texture_metallic_roughness_transform;
+uniform vec4[2] texture_emissive_transform;
out vec3 vary_fragcoord;
@@ -78,7 +70,7 @@ out vec3 vary_tangent;
flat out float vary_sign;
out vec3 vary_normal;
-vec2 texture_transform(vec2 vertex_texcoord, vec2 khr_gltf_scale, float khr_gltf_rotation, vec2 khr_gltf_offset, mat4 sl_animation_transform);
+vec2 texture_transform(vec2 vertex_texcoord, vec4[2] khr_gltf_transform, mat4 sl_animation_transform);
void main()
@@ -97,10 +89,10 @@ void main()
vary_fragcoord.xyz = vert.xyz + vec3(0,0,near_clip);
- base_color_texcoord = texture_transform(texcoord0, texture_base_color_scale, texture_base_color_rotation, texture_base_color_offset, texture_matrix0);
- normal_texcoord = texture_transform(texcoord0, texture_normal_scale, texture_normal_rotation, texture_normal_offset, texture_matrix0);
- metallic_roughness_texcoord = texture_transform(texcoord0, texture_metallic_roughness_scale, texture_metallic_roughness_rotation, texture_metallic_roughness_offset, texture_matrix0);
- emissive_texcoord = texture_transform(texcoord0, texture_emissive_scale, texture_emissive_rotation, texture_emissive_offset, texture_matrix0);
+ base_color_texcoord = texture_transform(texcoord0, texture_base_color_transform, texture_matrix0);
+ normal_texcoord = texture_transform(texcoord0, texture_normal_transform, texture_matrix0);
+ metallic_roughness_texcoord = texture_transform(texcoord0, texture_metallic_roughness_transform, texture_matrix0);
+ emissive_texcoord = texture_transform(texcoord0, texture_emissive_transform, texture_matrix0);
#ifdef HAS_SKIN
vec3 n = (mat*vec4(normal.xyz+position.xyz,1.0)).xyz-pos.xyz;
@@ -133,12 +125,8 @@ uniform mat4 modelview_matrix;
out vec3 vary_position;
-uniform vec2 texture_base_color_scale;
-uniform float texture_base_color_rotation;
-uniform vec2 texture_base_color_offset;
-uniform vec2 texture_emissive_scale;
-uniform float texture_emissive_rotation;
-uniform vec2 texture_emissive_offset;
+uniform vec4[2] texture_base_color_transform;
+uniform vec4[2] texture_emissive_transform;
in vec3 position;
in vec4 diffuse_color;
@@ -149,7 +137,7 @@ out vec2 emissive_texcoord;
out vec4 vertex_color;
-vec2 texture_transform(vec2 vertex_texcoord, vec2 khr_gltf_scale, float khr_gltf_rotation, vec2 khr_gltf_offset, mat4 sl_animation_transform);
+vec2 texture_transform(vec2 vertex_texcoord, vec4[2] khr_gltf_transform, mat4 sl_animation_transform);
void main()
@@ -159,8 +147,8 @@ void main()
gl_Position = vert;
vary_position = vert.xyz;
- base_color_texcoord = texture_transform(texcoord0, texture_base_color_scale, texture_base_color_rotation, texture_base_color_offset, texture_matrix0);
- emissive_texcoord = texture_transform(texcoord0, texture_emissive_scale, texture_emissive_rotation, texture_emissive_offset, texture_matrix0);
+ base_color_texcoord = texture_transform(texcoord0, texture_base_color_transform, texture_matrix0);
+ emissive_texcoord = texture_transform(texcoord0, texture_emissive_transform, texture_matrix0);
vertex_color = diffuse_color;
}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/pbrglowV.glsl b/indra/newview/app_settings/shaders/class1/deferred/pbrglowV.glsl
index b73d08cf0d..82a50a115c 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/pbrglowV.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/pbrglowV.glsl
@@ -34,12 +34,8 @@ uniform mat4 modelview_projection_matrix;
uniform mat4 texture_matrix0;
-uniform vec2 texture_base_color_scale;
-uniform float texture_base_color_rotation;
-uniform vec2 texture_base_color_offset;
-uniform vec2 texture_emissive_scale;
-uniform float texture_emissive_rotation;
-uniform vec2 texture_emissive_offset;
+uniform vec4[2] texture_base_color_transform;
+uniform vec4[2] texture_emissive_transform;
in vec3 position;
in vec4 emissive;
@@ -51,7 +47,7 @@ out vec2 emissive_texcoord;
out vec4 vertex_emissive;
-vec2 texture_transform(vec2 vertex_texcoord, vec2 khr_gltf_scale, float khr_gltf_rotation, vec2 khr_gltf_offset, mat4 sl_animation_transform);
+vec2 texture_transform(vec2 vertex_texcoord, vec4[2] khr_gltf_transform, mat4 sl_animation_transform);
void main()
{
@@ -68,8 +64,8 @@ void main()
gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0);
#endif
- base_color_texcoord = texture_transform(texcoord0, texture_base_color_scale, texture_base_color_rotation, texture_base_color_offset, texture_matrix0);
- emissive_texcoord = texture_transform(texcoord0, texture_emissive_scale, texture_emissive_rotation, texture_emissive_offset, texture_matrix0);
+ base_color_texcoord = texture_transform(texcoord0, texture_base_color_transform, texture_matrix0);
+ emissive_texcoord = texture_transform(texcoord0, texture_emissive_transform, texture_matrix0);
vertex_emissive = emissive;
}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/pbropaqueV.glsl b/indra/newview/app_settings/shaders/class1/deferred/pbropaqueV.glsl
index 6f50aefdab..e2c23ac8f0 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/pbropaqueV.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/pbropaqueV.glsl
@@ -38,18 +38,10 @@ uniform mat4 modelview_projection_matrix;
#endif
uniform mat4 texture_matrix0;
-uniform vec2 texture_base_color_scale;
-uniform float texture_base_color_rotation;
-uniform vec2 texture_base_color_offset;
-uniform vec2 texture_normal_scale;
-uniform float texture_normal_rotation;
-uniform vec2 texture_normal_offset;
-uniform vec2 texture_metallic_roughness_scale;
-uniform float texture_metallic_roughness_rotation;
-uniform vec2 texture_metallic_roughness_offset;
-uniform vec2 texture_emissive_scale;
-uniform float texture_emissive_rotation;
-uniform vec2 texture_emissive_offset;
+uniform vec4[2] texture_base_color_transform;
+uniform vec4[2] texture_normal_transform;
+uniform vec4[2] texture_metallic_roughness_transform;
+uniform vec4[2] texture_emissive_transform;
in vec3 position;
in vec4 diffuse_color;
@@ -68,7 +60,7 @@ out vec3 vary_tangent;
flat out float vary_sign;
out vec3 vary_normal;
-vec2 texture_transform(vec2 vertex_texcoord, vec2 khr_gltf_scale, float khr_gltf_rotation, vec2 khr_gltf_offset, mat4 sl_animation_transform);
+vec2 texture_transform(vec2 vertex_texcoord, vec4[2] khr_gltf_transform, mat4 sl_animation_transform);
void main()
{
@@ -86,10 +78,10 @@ void main()
gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0);
#endif
- base_color_texcoord = texture_transform(texcoord0, texture_base_color_scale, texture_base_color_rotation, texture_base_color_offset, texture_matrix0);
- normal_texcoord = texture_transform(texcoord0, texture_normal_scale, texture_normal_rotation, texture_normal_offset, texture_matrix0);
- metallic_roughness_texcoord = texture_transform(texcoord0, texture_metallic_roughness_scale, texture_metallic_roughness_rotation, texture_metallic_roughness_offset, texture_matrix0);
- emissive_texcoord = texture_transform(texcoord0, texture_emissive_scale, texture_emissive_rotation, texture_emissive_offset, texture_matrix0);
+ base_color_texcoord = texture_transform(texcoord0, texture_base_color_transform, texture_matrix0);
+ normal_texcoord = texture_transform(texcoord0, texture_normal_transform, texture_matrix0);
+ metallic_roughness_texcoord = texture_transform(texcoord0, texture_metallic_roughness_transform, texture_matrix0);
+ emissive_texcoord = texture_transform(texcoord0, texture_emissive_transform, texture_matrix0);
#ifdef HAS_SKIN
vec3 n = (mat*vec4(normal.xyz+position.xyz,1.0)).xyz-pos.xyz;
@@ -114,18 +106,10 @@ uniform mat4 modelview_projection_matrix;
uniform mat4 texture_matrix0;
-uniform vec2 texture_base_color_scale;
-uniform float texture_base_color_rotation;
-uniform vec2 texture_base_color_offset;
-uniform vec2 texture_normal_scale;
-uniform float texture_normal_rotation;
-uniform vec2 texture_normal_offset;
-uniform vec2 texture_metallic_roughness_scale;
-uniform float texture_metallic_roughness_rotation;
-uniform vec2 texture_metallic_roughness_offset;
-uniform vec2 texture_emissive_scale;
-uniform float texture_emissive_rotation;
-uniform vec2 texture_emissive_offset;
+uniform vec4[2] texture_base_color_transform;
+uniform vec4[2] texture_normal_transform;
+uniform vec4[2] texture_metallic_roughness_transform;
+uniform vec4[2] texture_emissive_transform;
in vec3 position;
in vec4 diffuse_color;
@@ -136,15 +120,15 @@ out vec2 emissive_texcoord;
out vec4 vertex_color;
-vec2 texture_transform(vec2 vertex_texcoord, vec2 khr_gltf_scale, float khr_gltf_rotation, vec2 khr_gltf_offset, mat4 sl_animation_transform);
+vec2 texture_transform(vec2 vertex_texcoord, vec4[2] khr_gltf_transform, mat4 sl_animation_transform);
void main()
{
//transform vertex
gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0);
- base_color_texcoord = texture_transform(texcoord0, texture_base_color_scale, texture_base_color_rotation, texture_base_color_offset, texture_matrix0);
- emissive_texcoord = texture_transform(texcoord0, texture_emissive_scale, texture_emissive_rotation, texture_emissive_offset, texture_matrix0);
+ base_color_texcoord = texture_transform(texcoord0, texture_base_color_transform, texture_matrix0);
+ emissive_texcoord = texture_transform(texcoord0, texture_emissive_transform, texture_matrix0);
vertex_color = diffuse_color;
}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/textureUtilV.glsl b/indra/newview/app_settings/shaders/class1/deferred/textureUtilV.glsl
index 39cc07d2d1..71f7ec52c4 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/textureUtilV.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/textureUtilV.glsl
@@ -58,7 +58,7 @@ vec2 khr_texture_transform(vec2 texcoord, vec2 scale, float rotation, vec2 offse
// animations, available through LSL script functions such as
// LlSetTextureAnim. It assumes a right-handed UV coordinate system.
// texcoord - The final texcoord to use for image sampling
-vec2 texture_transform(vec2 vertex_texcoord, vec2 khr_gltf_scale, float khr_gltf_rotation, vec2 khr_gltf_offset, mat4 sl_animation_transform)
+vec2 texture_transform(vec2 vertex_texcoord, vec4[2] khr_gltf_transform, mat4 sl_animation_transform)
{
vec2 texcoord = vertex_texcoord;
@@ -67,7 +67,7 @@ vec2 texture_transform(vec2 vertex_texcoord, vec2 khr_gltf_scale, float khr_gltf
// Convert to left-handed coordinate system. The offset of 1 is necessary
// for rotations to be applied correctly.
texcoord.y = 1.0 - texcoord.y;
- texcoord = khr_texture_transform(texcoord, khr_gltf_scale, khr_gltf_rotation, khr_gltf_offset);
+ texcoord = khr_texture_transform(texcoord, khr_gltf_transform[0].xy, khr_gltf_transform[0].z, khr_gltf_transform[1].xy);
// Convert back to right-handed coordinate system
texcoord.y = 1.0 - texcoord.y;