diff options
Diffstat (limited to 'indra/newview/app_settings/shaders')
4 files changed, 80 insertions, 73 deletions
| diff --git a/indra/newview/app_settings/shaders/class1/deferred/pbralphaV.glsl b/indra/newview/app_settings/shaders/class1/deferred/pbralphaV.glsl index d0d76fd0cb..19bca098e8 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/pbralphaV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/pbralphaV.glsl @@ -44,29 +44,32 @@ uniform mat4 modelview_projection_matrix;      VARYING vec3 vary_position;  #endif -uniform mat4 texture_matrix0; +uniform mat3 texture_basecolor_matrix; +uniform mat3 texture_normal_matrix; +uniform mat3 texture_metallic_roughness_matrix; +uniform mat3 texture_emissive_matrix;  #ifdef HAS_SUN_SHADOW -VARYING vec3 vary_fragcoord; +out vec3 vary_fragcoord;  uniform float near_clip;  #endif -ATTRIBUTE vec3 position; -ATTRIBUTE vec4 diffuse_color; -ATTRIBUTE vec3 normal; -ATTRIBUTE vec4 tangent; -ATTRIBUTE vec2 texcoord0; -ATTRIBUTE vec2 texcoord1; -ATTRIBUTE vec2 texcoord2; - - -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 position; +in vec4 diffuse_color; +in vec3 normal; +in vec4 tangent; +in vec2 texcoord0; + +out vec2 basecolor_texcoord; +out vec2 normal_texcoord; +out vec2 metallic_roughness_texcoord; +out vec2 emissive_texcoord; + +out vec4 vertex_color; + +out vec3 vary_tangent;  flat out float vary_sign; +out vec3 vary_normal;  void main() @@ -89,9 +92,10 @@ void main()      vary_fragcoord.xyz = vert.xyz + vec3(0,0,near_clip);  #endif -	vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy; -	vary_texcoord1 = (texture_matrix0 * vec4(texcoord1,0,1)).xy; -	vary_texcoord2 = (texture_matrix0 * vec4(texcoord2,0,1)).xy; +	basecolor_texcoord = (texture_basecolor_matrix * vec3(texcoord0,1)).xy; +	normal_texcoord = (texture_normal_matrix * vec3(texcoord0,1)).xy; +	metallic_roughness_texcoord = (texture_metallic_roughness_matrix * vec3(texcoord0,1)).xy; +	emissive_texcoord = (texture_emissive_matrix * vec3(texcoord0,1)).xy;  #ifdef HAS_SKIN  	vec3 n = (mat*vec4(normal.xyz+position.xyz,1.0)).xyz-pos.xyz; diff --git a/indra/newview/app_settings/shaders/class1/deferred/pbropaqueF.glsl b/indra/newview/app_settings/shaders/class1/deferred/pbropaqueF.glsl index 7376e9eb47..39419e9d78 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/pbropaqueF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/pbropaqueF.glsl @@ -36,15 +36,16 @@ uniform sampler2D specularMap; // Packed: Occlusion, Metal, Roughness  out vec4 frag_data[4]; -VARYING vec3 vary_position; -VARYING vec4 vertex_color; -VARYING vec3 vary_normal; -VARYING vec3 vary_tangent; +in vec3 vary_position; +in vec4 vertex_color; +in vec3 vary_normal; +in vec3 vary_tangent;  flat in float vary_sign; -VARYING vec2 vary_texcoord0; -VARYING vec2 vary_texcoord1; -VARYING vec2 vary_texcoord2; +in vec2 basecolor_texcoord; +in vec2 normal_texcoord; +in vec2 metallic_roughness_texcoord; +in vec2 emissive_texcoord;  uniform float minimum_alpha; // PBR alphaMode: MASK, See: mAlphaCutoff, setAlphaCutoff() @@ -56,19 +57,16 @@ uniform mat3 normal_matrix;  void main()  { -// IF .mFeatures.mIndexedTextureChannels = LLGLSLShader::sIndexedTextureChannels; -//    vec3 col = vertex_color.rgb * diffuseLookup(vary_texcoord0.xy).rgb; -// else -    vec4 albedo = texture2D(diffuseMap, vary_texcoord0.xy).rgba; -    if (albedo.a < minimum_alpha) +    vec4 basecolor = texture2D(diffuseMap, basecolor_texcoord.xy).rgba; +    if (basecolor.a < minimum_alpha)      {          discard;      } -    vec3 col = vertex_color.rgb * srgb_to_linear(albedo.rgb); +    vec3 col = vertex_color.rgb * srgb_to_linear(basecolor.rgb);      // from mikktspace.com -    vec3 vNt = texture2D(bumpMap, vary_texcoord1.xy).xyz*2.0-1.0; +    vec3 vNt = texture2D(bumpMap, normal_texcoord.xy).xyz*2.0-1.0;      float sign = vary_sign;      vec3 vN = vary_normal;      vec3 vT = vary_tangent.xyz; @@ -81,13 +79,13 @@ void main()      //   occlusion 1.0      //   roughness 0.0      //   metal     0.0 -    vec3 spec = texture2D(specularMap, vary_texcoord2.xy).rgb; +    vec3 spec = texture2D(specularMap, metallic_roughness_texcoord.xy).rgb;      spec.g *= roughnessFactor;      spec.b *= metallicFactor;      vec3 emissive = emissiveColor; -    emissive *= srgb_to_linear(texture2D(emissiveMap, vary_texcoord0.xy).rgb); +    emissive *= srgb_to_linear(texture2D(emissiveMap, emissive_texcoord.xy).rgb);      tnorm *= gl_FrontFacing ? 1.0 : -1.0; diff --git a/indra/newview/app_settings/shaders/class1/deferred/pbropaqueV.glsl b/indra/newview/app_settings/shaders/class1/deferred/pbropaqueV.glsl index 5573c02a60..25bf19b4ec 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/pbropaqueV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/pbropaqueV.glsl @@ -37,25 +37,27 @@ uniform mat3 normal_matrix;  uniform mat4 modelview_projection_matrix;  #endif -uniform mat4 texture_matrix0; +uniform mat3 texture_basecolor_matrix; +uniform mat3 texture_normal_matrix; +uniform mat3 texture_metallic_roughness_matrix; +uniform mat3 texture_emissive_matrix; -ATTRIBUTE vec3 position; -ATTRIBUTE vec4 diffuse_color; -ATTRIBUTE vec3 normal; -ATTRIBUTE vec4 tangent; -ATTRIBUTE vec2 texcoord0; -ATTRIBUTE vec2 texcoord1; -ATTRIBUTE vec2 texcoord2; +in vec3 position; +in vec4 diffuse_color; +in vec3 normal; +in vec4 tangent; +in vec2 texcoord0; -VARYING vec2 vary_texcoord0; -VARYING vec2 vary_texcoord1; -VARYING vec2 vary_texcoord2; +out vec2 basecolor_texcoord; +out vec2 normal_texcoord; +out vec2 metallic_roughness_texcoord; +out vec2 emissive_texcoord; -VARYING vec4 vertex_color; +out vec4 vertex_color; -VARYING vec3 vary_tangent; +out vec3 vary_tangent;  flat out float vary_sign; -VARYING vec3 vary_normal; +out vec3 vary_normal;  void main()  { @@ -73,9 +75,11 @@ void main()  	gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0);   #endif -	vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy; -	vary_texcoord1 = (texture_matrix0 * vec4(texcoord1,0,1)).xy; -	vary_texcoord2 = (texture_matrix0 * vec4(texcoord2,0,1)).xy; +	basecolor_texcoord = (texture_basecolor_matrix * vec3(texcoord0,1)).xy; +	normal_texcoord = (texture_normal_matrix * vec3(texcoord0,1)).xy; +	metallic_roughness_texcoord = (texture_metallic_roughness_matrix * vec3(texcoord0,1)).xy; +	emissive_texcoord = (texture_emissive_matrix * vec3(texcoord0,1)).xy; +  #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; 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);  } | 
