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-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/pbralphaV.glsl44
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/pbropaqueF.glsl30
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/pbropaqueV.glsl38
-rw-r--r--indra/newview/app_settings/shaders/class2/deferred/pbralphaF.glsl41
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);
}