diff options
Diffstat (limited to 'indra/newview/app_settings/shaders/class1/gltf/pbrmetallicroughnessF.glsl')
-rw-r--r-- | indra/newview/app_settings/shaders/class1/gltf/pbrmetallicroughnessF.glsl | 20 |
1 files changed, 10 insertions, 10 deletions
diff --git a/indra/newview/app_settings/shaders/class1/gltf/pbrmetallicroughnessF.glsl b/indra/newview/app_settings/shaders/class1/gltf/pbrmetallicroughnessF.glsl index 99bfcf70fa..789c00259b 100644 --- a/indra/newview/app_settings/shaders/class1/gltf/pbrmetallicroughnessF.glsl +++ b/indra/newview/app_settings/shaders/class1/gltf/pbrmetallicroughnessF.glsl @@ -37,8 +37,8 @@ uniform sampler2D emissiveMap; uniform vec3 emissiveColor; in vec3 vary_position; in vec4 vertex_color; -in vec2 base_color_texcoord; -in vec2 emissive_texcoord; +in vec2 base_color_uv; +in vec2 emissive_uv; uniform float minimum_alpha; void mirrorClip(vec3 pos); @@ -59,9 +59,9 @@ uniform float roughnessFactor; in vec3 vary_normal; in vec3 vary_tangent; flat in float vary_sign; -in vec2 normal_texcoord; -in vec2 metallic_roughness_texcoord; -in vec2 occlusion_texcoord; +in vec2 normal_uv; +in vec2 metallic_roughness_uv; +in vec2 occlusion_uv; #endif // ================================== @@ -165,7 +165,7 @@ void main() vec3 pos = vary_position; mirrorClip(pos); - vec4 basecolor = texture(diffuseMap, base_color_texcoord.xy).rgba; + vec4 basecolor = texture(diffuseMap, base_color_uv.xy).rgba; basecolor.rgb = srgb_to_linear(basecolor.rgb); basecolor *= vertex_color; @@ -175,7 +175,7 @@ void main() } vec3 emissive = emissiveColor; - emissive *= srgb_to_linear(texture(emissiveMap, emissive_texcoord.xy).rgb); + emissive *= srgb_to_linear(texture(emissiveMap, emissive_uv.xy).rgb); // ================================== // ================================== @@ -185,7 +185,7 @@ void main() // ================================== #ifndef UNLIT // from mikktspace.com - vec3 vNt = texture(normalMap, normal_texcoord.xy).xyz*2.0-1.0; + vec3 vNt = texture(normalMap, normal_uv.xy).xyz*2.0-1.0; float sign = vary_sign; vec3 vN = vary_normal; vec3 vT = vary_tangent.xyz; @@ -199,8 +199,8 @@ void main() // occlusion 1.0 // roughness 0.0 // metal 0.0 - vec3 orm = texture(metallicRoughnessMap, metallic_roughness_texcoord.xy).rgb; - orm.r = texture(occlusionMap, occlusion_texcoord.xy).r; + vec3 orm = texture(metallicRoughnessMap, metallic_roughness_uv.xy).rgb; + orm.r = texture(occlusionMap, occlusion_uv.xy).r; orm.g *= roughnessFactor; orm.b *= metallicFactor; #endif |