diff options
Diffstat (limited to 'indra/newview/app_settings/shaders/class1/gltf/pbrmetallicroughnessV.glsl')
-rw-r--r-- | indra/newview/app_settings/shaders/class1/gltf/pbrmetallicroughnessV.glsl | 171 |
1 files changed, 171 insertions, 0 deletions
diff --git a/indra/newview/app_settings/shaders/class1/gltf/pbrmetallicroughnessV.glsl b/indra/newview/app_settings/shaders/class1/gltf/pbrmetallicroughnessV.glsl new file mode 100644 index 0000000000..f123c29101 --- /dev/null +++ b/indra/newview/app_settings/shaders/class1/gltf/pbrmetallicroughnessV.glsl @@ -0,0 +1,171 @@ +/** + * @file pbrmetallicroughnessV.glsl + * + * $LicenseInfo:firstyear=2024&license=viewerlgpl$ + * Second Life Viewer Source Code + * Copyright (C) 2022, Linden Research, Inc. + * + * This library is free software; you can redistribute it and/or + * modify it under the terms of the GNU Lesser General Public + * License as published by the Free Software Foundation; + * version 2.1 of the License only. + * + * This library is distributed in the hope that it will be useful, + * but WITHOUT ANY WARRANTY; without even the implied warranty of + * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU + * Lesser General Public License for more details. + * + * You should have received a copy of the GNU Lesser General Public + * License along with this library; if not, write to the Free Software + * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA + * + * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA + * $/LicenseInfo$ + */ + +// GLTF pbrMetallicRoughness implementation + +uniform mat4 modelview_matrix; + +#ifdef HAS_SKIN +uniform mat4 projection_matrix; +#else +uniform mat3 normal_matrix; +uniform mat4 modelview_projection_matrix; +#endif +uniform mat4 texture_matrix0; + +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; +in vec2 texcoord0; +out vec2 base_color_texcoord; +out vec2 emissive_texcoord; +out vec4 vertex_color; +out vec3 vary_position; + +#ifndef UNLIT +in vec3 normal; +in vec4 tangent; +out vec2 normal_texcoord; +out vec2 metallic_roughness_texcoord; +out vec3 vary_tangent; +flat out float vary_sign; +out vec3 vary_normal; +vec3 tangent_space_transform(vec4 vertex_tangent, vec3 vertex_normal, vec4[2] khr_gltf_transform, mat4 sl_animation_transform); +#endif + +vec2 texture_transform(vec2 vertex_texcoord, vec4[2] khr_gltf_transform, mat4 sl_animation_transform); + + +#ifdef ALPHA_BLEND +out vec3 vary_fragcoord; +#endif + +#ifdef HAS_SKIN +in uvec4 joint; +in vec4 weight4; + +layout (std140) uniform GLTFJoints +{ + // list of OBBs for user override probes + mat3x4 gltf_joints[MAX_JOINTS_PER_GLTF_OBJECT]; +}; + +mat4 getGLTFSkinTransform() +{ + int i; + + vec4 w = weight4; + + uint i1 = joint.x; + uint i2 = joint.y; + uint i3 = joint.z; + uint i4 = joint.w; + + mat3 mat = mat3(gltf_joints[i1])*w.x; + mat += mat3(gltf_joints[i2])*w.y; + mat += mat3(gltf_joints[i3])*w.z; + mat += mat3(gltf_joints[i4])*w.w; + + vec3 trans = vec3(gltf_joints[i1][0].w,gltf_joints[i1][1].w,gltf_joints[i1][2].w)*w.x; + trans += vec3(gltf_joints[i2][0].w,gltf_joints[i2][1].w,gltf_joints[i2][2].w)*w.y; + trans += vec3(gltf_joints[i3][0].w,gltf_joints[i3][1].w,gltf_joints[i3][2].w)*w.z; + trans += vec3(gltf_joints[i4][0].w,gltf_joints[i4][1].w,gltf_joints[i4][2].w)*w.w; + + mat4 ret; + + ret[0] = vec4(mat[0], 0); + ret[1] = vec4(mat[1], 0); + ret[2] = vec4(mat[2], 0); + ret[3] = vec4(trans, 1.0); + + return ret; + +#ifdef IS_AMD_CARD + // If it's AMD make sure the GLSL compiler sees the arrays referenced once by static index. Otherwise it seems to optimise the storage awawy which leads to unfun crashes and artifacts. + mat3x4 dummy1 = gltf_joints[0]; + mat3x4 dummy2 = gltf_joints[MAX_JOINTS_PER_GLTF_OBJECT-1]; +#endif + +} + +#endif + +void main() +{ +#ifdef HAS_SKIN + mat4 mat = getGLTFSkinTransform(); + + mat = modelview_matrix * mat; + + vec3 pos = (mat*vec4(position.xyz,1.0)).xyz; + vary_position = pos; + + vec4 vert = projection_matrix * vec4(pos, 1.0); + gl_Position = vert; + +#else + vary_position = (modelview_matrix*vec4(position.xyz, 1.0)).xyz; + //transform vertex + vec4 vert = modelview_projection_matrix * vec4(position.xyz, 1.0); + gl_Position = vert; +#endif + + base_color_texcoord = texture_transform(texcoord0, texture_base_color_transform, texture_matrix0); + emissive_texcoord = texture_transform(texcoord0, texture_emissive_transform, texture_matrix0); + +#ifndef UNLIT + normal_texcoord = texture_transform(texcoord0, texture_normal_transform, texture_matrix0); + metallic_roughness_texcoord = texture_transform(texcoord0, texture_metallic_roughness_transform, texture_matrix0); +#endif + + +#ifndef UNLIT +#ifdef HAS_SKIN + vec3 n = (mat*vec4(normal.xyz+position.xyz,1.0)).xyz-pos.xyz; + vec3 t = (mat*vec4(tangent.xyz+position.xyz,1.0)).xyz-pos.xyz; +#else //HAS_SKIN + vec3 n = normal_matrix * normal; + vec3 t = normal_matrix * tangent.xyz; +#endif + + n = normalize(n); + vary_tangent = normalize(tangent_space_transform(vec4(t, tangent.w), n, texture_normal_transform, texture_matrix0)); + vary_sign = tangent.w; + vary_normal = n; +#endif + + vertex_color = diffuse_color; +#ifdef ALPHA_BLEND + vary_fragcoord = vert.xyz; +#endif +} + + + + |