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-rw-r--r--indra/newview/app_settings/settings.xml11
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/pbrterrainF.glsl3
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/pbrterrainUtilF.glsl2
3 files changed, 11 insertions, 5 deletions
diff --git a/indra/newview/app_settings/settings.xml b/indra/newview/app_settings/settings.xml
index 2dac0b5d70..28ee1b3a70 100644
--- a/indra/newview/app_settings/settings.xml
+++ b/indra/newview/app_settings/settings.xml
@@ -10733,6 +10733,17 @@
<key>Value</key>
<real>4.0</real>
</map>
+ <key>RenderTerrainPBRPlanarSampleCount</key>
+ <map>
+ <key>Comment</key>
+ <string>How many UV planes to sample PBR terrain textures from. 1 is "flat", 3 is triplanar mapping (aka box mapping)</string>
+ <key>Persist</key>
+ <integer>1</integer>
+ <key>Type</key>
+ <string>S32</string>
+ <key>Value</key>
+ <real>3</real>
+ </map>
<key>RenderTrackerBeacon</key>
<map>
<key>Comment</key>
diff --git a/indra/newview/app_settings/shaders/class1/deferred/pbrterrainF.glsl b/indra/newview/app_settings/shaders/class1/deferred/pbrterrainF.glsl
index 5bf20a3020..b9073a9361 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/pbrterrainF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/pbrterrainF.glsl
@@ -25,9 +25,6 @@
#define TERRAIN_PBR_DETAIL_EMISSIVE 0
-#define TERRAIN_PLANAR_TEXTURE_SAMPLE_COUNT 3 // TODO: Move definition to config
-
-// TODO: Should be able to define this in another file and have it included in this one...
#if TERRAIN_PLANAR_TEXTURE_SAMPLE_COUNT == 3
#define TerrainCoord vec4[2]
#elif TERRAIN_PLANAR_TEXTURE_SAMPLE_COUNT == 1
diff --git a/indra/newview/app_settings/shaders/class1/deferred/pbrterrainUtilF.glsl b/indra/newview/app_settings/shaders/class1/deferred/pbrterrainUtilF.glsl
index 4f337b5ce1..b0b77398df 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/pbrterrainUtilF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/pbrterrainUtilF.glsl
@@ -64,8 +64,6 @@ vec4 terrain_mix(vec4[4] samples, float alpha1, float alpha2, float alphaFinal)
return mix( mix(samples[3], samples[2], alpha2), mix(samples[1], samples[0], alpha1), alphaFinal );
}
-#define TERRAIN_PLANAR_TEXTURE_SAMPLE_COUNT 3 // TODO: Move definition to config
-
#if TERRAIN_PLANAR_TEXTURE_SAMPLE_COUNT == 3
// Pre-transformed texture coordinates for each axial uv slice (Packing: xy, yz, zx, unused)
#define TerrainCoord vec4[2]