diff options
Diffstat (limited to 'indra/newview/app_settings/shaders/class2/deferred')
| -rw-r--r-- | indra/newview/app_settings/shaders/class2/deferred/pbralphaF.glsl | 41 | 
1 files changed, 21 insertions, 20 deletions
| diff --git a/indra/newview/app_settings/shaders/class2/deferred/pbralphaF.glsl b/indra/newview/app_settings/shaders/class2/deferred/pbralphaF.glsl index b39f834e41..6500c4bb1f 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/pbralphaF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/pbralphaF.glsl @@ -45,17 +45,21 @@ uniform vec3 moon_dir;  out vec4 frag_color;  #ifdef HAS_SUN_SHADOW -  VARYING vec3 vary_fragcoord; +  in vec3 vary_fragcoord;    uniform vec2 screen_res;  #endif -VARYING vec3 vary_position; -VARYING vec4 vertex_color; -VARYING vec2 vary_texcoord0; -VARYING vec2 vary_texcoord1; -VARYING vec2 vary_texcoord2; -VARYING vec3 vary_normal; -VARYING vec3 vary_tangent; +in vec3 vary_position; + +in vec2 basecolor_texcoord; +in vec2 normal_texcoord; +in vec2 metallic_roughness_texcoord; +in vec2 emissive_texcoord; + +in vec4 vertex_color; + +in vec3 vary_normal; +in vec3 vary_tangent;  flat in float vary_sign; @@ -155,21 +159,18 @@ void main()      waterClip(pos); -// IF .mFeatures.mIndexedTextureChannels = LLGLSLShader::sIndexedTextureChannels; -//    vec3 col = vertex_color.rgb * diffuseLookup(vary_texcoord0.xy).rgb; -// else -    vec4 albedo = texture(diffuseMap, vary_texcoord0.xy).rgba; -    albedo.rgb = srgb_to_linear(albedo.rgb); +    vec4 basecolor = texture(diffuseMap, basecolor_texcoord.xy).rgba; +    basecolor.rgb = srgb_to_linear(basecolor.rgb);  #ifdef HAS_ALPHA_MASK -    if (albedo.a < minimum_alpha) +    if (basecolor.a < minimum_alpha)      {          discard;      }  #endif -    vec3 baseColor = vertex_color.rgb * albedo.rgb; +    vec3 col = vertex_color.rgb * basecolor.rgb; -    vec3 vNt = texture(bumpMap, vary_texcoord1.xy).xyz*2.0-1.0; +    vec3 vNt = texture(bumpMap, normal_texcoord.xy).xyz*2.0-1.0;      float sign = vary_sign;      vec3 vN = vary_normal;      vec3 vT = vary_tangent.xyz; @@ -192,7 +193,7 @@ void main()      scol = sampleDirectionalShadow(pos.xyz, norm.xyz, frag);  #endif -    vec3 orm = texture(specularMap, vary_texcoord2.xy).rgb; //orm is packed into "emissiveRect" to keep the data in linear color space +    vec3 orm = texture(specularMap, metallic_roughness_texcoord.xy).rgb; //orm is packed into "emissiveRect" to keep the data in linear color space      float perceptualRoughness = orm.g * roughnessFactor;      float metallic = orm.b * metallicFactor; @@ -201,7 +202,7 @@ void main()      // emissiveColor is the emissive color factor from GLTF and is already in linear space      vec3 colorEmissive = emissiveColor;      // emissiveMap here is a vanilla RGB texture encoded as sRGB, manually convert to linear -    colorEmissive *= srgb_to_linear(texture2D(emissiveMap, vary_texcoord0.xy).rgb); +    colorEmissive *= srgb_to_linear(texture2D(emissiveMap, emissive_texcoord.xy).rgb);      // PBR IBL      float gloss      = 1.0 - perceptualRoughness; @@ -214,7 +215,7 @@ void main()      vec3 diffuseColor;      vec3 specularColor; -    calcDiffuseSpecular(baseColor.rgb, metallic, diffuseColor, specularColor); +    calcDiffuseSpecular(col.rgb, metallic, diffuseColor, specularColor);      vec3 v = -normalize(pos.xyz);      color = pbrBaseLight(diffuseColor, specularColor, metallic, v, norm.xyz, perceptualRoughness, light_dir, sunlit, scol, radiance, irradiance, colorEmissive, ao, additive, atten); @@ -235,5 +236,5 @@ void main()      color.rgb += light.rgb; -    frag_color = vec4(color.rgb,albedo.a * vertex_color.a); +    frag_color = vec4(color.rgb,basecolor.a * vertex_color.a);  } | 
