diff options
Diffstat (limited to 'indra/newview/app_settings')
-rw-r--r-- | indra/newview/app_settings/shaders/class1/gltf/pbrmetallicroughnessF.glsl | 34 | ||||
-rw-r--r-- | indra/newview/app_settings/shaders/class1/gltf/pbrmetallicroughnessV.glsl | 162 |
2 files changed, 144 insertions, 52 deletions
diff --git a/indra/newview/app_settings/shaders/class1/gltf/pbrmetallicroughnessF.glsl b/indra/newview/app_settings/shaders/class1/gltf/pbrmetallicroughnessF.glsl index 789c00259b..ac4ff50552 100644 --- a/indra/newview/app_settings/shaders/class1/gltf/pbrmetallicroughnessF.glsl +++ b/indra/newview/app_settings/shaders/class1/gltf/pbrmetallicroughnessF.glsl @@ -28,18 +28,40 @@ // GLTF pbrMetallicRoughness implementation +uniform int gltf_material_id; + +vec3 emissiveColor = vec3(0,0,0); +float metallicFactor = 1.0; +float roughnessFactor = 1.0; +float minimum_alpha = -1.0; + +layout (std140) uniform GLTFMaterials +{ + // see pbrmetallicroughnessV.glsl for packing + vec4 gltf_material_data[MAX_UBO_VEC4S]; +}; + +void unpackMaterial() +{ + if (gltf_material_id > -1) + { + int idx = gltf_material_id*12; + emissiveColor = gltf_material_data[idx+10].rgb; + roughnessFactor = gltf_material_data[idx+11].g; + metallicFactor = gltf_material_data[idx+11].b; + minimum_alpha -= gltf_material_data[idx+11].a; + } +} // ================================== // needed by all variants // ================================== uniform sampler2D diffuseMap; //always in sRGB space uniform sampler2D emissiveMap; -uniform vec3 emissiveColor; in vec3 vary_position; in vec4 vertex_color; in vec2 base_color_uv; in vec2 emissive_uv; -uniform float minimum_alpha; void mirrorClip(vec3 pos); vec3 linear_to_srgb(vec3 c); @@ -54,8 +76,6 @@ vec3 srgb_to_linear(vec3 c); uniform sampler2D normalMap; uniform sampler2D metallicRoughnessMap; uniform sampler2D occlusionMap; -uniform float metallicFactor; -uniform float roughnessFactor; in vec3 vary_normal; in vec3 vary_tangent; flat in float vary_sign; @@ -154,7 +174,7 @@ out vec4 frag_data[4]; void main() { - + unpackMaterial(); // ================================== // all variants // mirror clip @@ -165,6 +185,10 @@ void main() vec3 pos = vary_position; mirrorClip(pos); +#ifdef ALPHA_BLEND + //waterClip(pos); +#endif + vec4 basecolor = texture(diffuseMap, base_color_uv.xy).rgba; basecolor.rgb = srgb_to_linear(basecolor.rgb); basecolor *= vertex_color; diff --git a/indra/newview/app_settings/shaders/class1/gltf/pbrmetallicroughnessV.glsl b/indra/newview/app_settings/shaders/class1/gltf/pbrmetallicroughnessV.glsl index aac3dc917f..6a628bc852 100644 --- a/indra/newview/app_settings/shaders/class1/gltf/pbrmetallicroughnessV.glsl +++ b/indra/newview/app_settings/shaders/class1/gltf/pbrmetallicroughnessV.glsl @@ -26,19 +26,95 @@ // GLTF pbrMetallicRoughness implementation uniform mat4 modelview_matrix; - -#ifdef HAS_SKIN uniform mat4 projection_matrix; -#else -uniform mat3 normal_matrix; -uniform mat4 modelview_projection_matrix; + +#ifdef MULTI_UV +in vec2 texcoord1; +int base_color_texcoord = 0; +int emissive_texcoord = 0; +#ifndef UNLIT +int normal_texcoord = 0; +int metallic_roughness_texcoord = 0; +int occlusion_texcoord = 0; +#endif +#endif + +uniform int gltf_material_id; + +layout (std140) uniform GLTFMaterials +{ + // index by gltf_material_id*12 + + // [gltf_material_id + [0-1]] - base color transform + // [gltf_material_id + [2-3]] - normal transform + // [gltf_material_id + [4-5]] - metallic roughness transform + // [gltf_material_id + [6-7]] - emissive transform + // [gltf_material_id + [8-9]] - occlusion transform + // [gltf_material_id + 10] - emissive factor + // [gltf_material_id + 11] - .r unused, .g roughness, .b metalness, .a minimum alpha + + // Transforms are packed as follows + // packed[0] = vec4(scale.x, scale.y, rotation, offset.x) + // packed[1] = vec4(mScale.y, texcoord, 0, 0) + vec4 gltf_material_data[MAX_UBO_VEC4S]; +}; + +vec4[2] texture_base_color_transform; +vec4[2] texture_normal_transform; +vec4[2] texture_metallic_roughness_transform; +vec4[2] texture_emissive_transform; +vec4[2] texture_occlusion_transform; + +void unpackTextureTransforms() +{ + if (gltf_material_id != -1) + { + int idx = gltf_material_id*12; + + texture_base_color_transform[0] = gltf_material_data[idx+0]; + texture_base_color_transform[1] = gltf_material_data[idx+1]; + + texture_normal_transform[0] = gltf_material_data[idx+2]; + texture_normal_transform[1] = gltf_material_data[idx+3]; + + texture_metallic_roughness_transform[0] = gltf_material_data[idx+4]; + texture_metallic_roughness_transform[1] = gltf_material_data[idx+5]; + + texture_emissive_transform[0] = gltf_material_data[idx+6]; + texture_emissive_transform[1] = gltf_material_data[idx+7]; + + texture_occlusion_transform[0] = gltf_material_data[idx+8]; + texture_occlusion_transform[1] = gltf_material_data[idx+9]; + +#ifdef MULTI_UV + base_color_texcoord = int(gltf_material_data[idx+1].g); + emissive_texcoord = int(gltf_material_data[idx+7].g); +#ifndef UNLIT + normal_texcoord = int(gltf_material_data[idx+3].g); + metallic_roughness_texcoord = int(gltf_material_data[idx+5].g); + occlusion_texcoord = int(gltf_material_data[idx+9].g); #endif +#endif + } + else + { + texture_base_color_transform[0] = vec4(1.0, 1.0, 0.0, 0.0); + texture_base_color_transform[1] = vec4(0.0, 0.0, 0.0, 0.0); + + texture_normal_transform[0] = vec4(1.0, 1.0, 0.0, 0.0); + texture_normal_transform[1] = vec4(0.0, 0.0, 0.0, 0.0); + + texture_metallic_roughness_transform[0] = vec4(1.0, 1.0, 0.0, 0.0); + texture_metallic_roughness_transform[1] = vec4(0.0, 0.0, 0.0, 0.0); + + texture_emissive_transform[0] = vec4(1.0, 1.0, 0.0, 0.0); + texture_emissive_transform[1] = vec4(0.0, 0.0, 0.0, 0.0); + + texture_occlusion_transform[0] = vec4(1.0, 1.0, 0.0, 0.0); + texture_occlusion_transform[1] = vec4(0.0, 0.0, 0.0, 0.0); + } +} -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; -uniform vec4[2] texture_occlusion_transform; in vec3 position; in vec4 diffuse_color; @@ -59,17 +135,6 @@ flat out float vary_sign; out vec3 vary_normal; #endif -#ifdef MULTI_UV -in vec2 texcoord1; -uniform int base_color_texcoord; -uniform int emissive_texcoord; -#ifndef UNLIT -uniform int normal_texcoord; -uniform int metallic_roughness_texcoord; -uniform int occlusion_texcoord; -#endif -#endif - vec2 gltf_texture_transform(vec2 texcoord, vec4[2] p) { texcoord.y = 1.0 - texcoord.y; @@ -124,23 +189,22 @@ vec3 gltf_tangent_space_transform(vec4 vertex_tangent, vec3 vertex_normal, vec4[ } #endif - - #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]; + mat3x4 gltf_joints[MAX_NODES_PER_GLTF_OBJECT]; }; -mat4 getGLTFSkinTransform() + +in uvec4 joint; +in vec4 weight4; + +mat4 getGLTFTransform() { int i; @@ -169,21 +233,37 @@ mat4 getGLTFSkinTransform() 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 +#else + +layout (std140) uniform GLTFNodes +{ + mat3x4 gltf_nodes[MAX_NODES_PER_GLTF_OBJECT]; +}; + +uniform int gltf_node_id = 0; + +mat4 getGLTFTransform() +{ + mat4 ret; + mat3x4 src = gltf_nodes[gltf_node_id]; + + ret[0] = vec4(src[0].xyz, 0); + ret[1] = vec4(src[1].xyz, 0); + ret[2] = vec4(src[2].xyz, 0); + + ret[3] = vec4(src[0].w, src[1].w, src[2].w, 1); + return ret; } #endif void main() { -#ifdef HAS_SKIN - mat4 mat = getGLTFSkinTransform(); + unpackTextureTransforms(); + mat4 mat = getGLTFTransform(); mat = modelview_matrix * mat; @@ -193,13 +273,6 @@ void main() 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 - vec2 bcuv; vec2 emuv; @@ -237,13 +310,8 @@ void main() #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(gltf_tangent_space_transform(vec4(t, tangent.w), n, texture_normal_transform)); |