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path: root/indra/newview/lldrawpoolterrain.cpp
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Diffstat (limited to 'indra/newview/lldrawpoolterrain.cpp')
-rw-r--r--indra/newview/lldrawpoolterrain.cpp28
1 files changed, 16 insertions, 12 deletions
diff --git a/indra/newview/lldrawpoolterrain.cpp b/indra/newview/lldrawpoolterrain.cpp
index fb27729b57..6f48971ca0 100644
--- a/indra/newview/lldrawpoolterrain.cpp
+++ b/indra/newview/lldrawpoolterrain.cpp
@@ -383,16 +383,6 @@ void LLDrawPoolTerrain::renderFullShaderPBR(BOOL local_materials)
materials = &gLocalTerrainMaterials.mDetailMaterials;
}
- // *TODO: Figure out why this offset is *sometimes* producing seams at the region edge, and repeat jumps when crossing regions, when RenderTerrainPBRScale is not a factor of the region scale.
- LLVector3d region_origin_global = gAgent.getRegion()->getOriginGlobal();
- F32 offset_x = (F32)fmod(region_origin_global.mdV[VX], 1.0/(F64)sPBRDetailScale)*sPBRDetailScale;
- F32 offset_y = (F32)fmod(region_origin_global.mdV[VY], 1.0/(F64)sPBRDetailScale)*sPBRDetailScale;
-
- LLVector4 tp0, tp1;
-
- tp0.setVec(sPBRDetailScale, 0.0f, 0.0f, offset_x);
- tp1.setVec(0.0f, sPBRDetailScale, 0.0f, offset_y);
-
constexpr U32 terrain_material_count = 1 + LLViewerShaderMgr::TERRAIN_DETAIL3_BASE_COLOR - LLViewerShaderMgr::TERRAIN_DETAIL0_BASE_COLOR;
S32 detail_basecolor[terrain_material_count];
S32 detail_normal[terrain_material_count];
@@ -463,8 +453,22 @@ void LLDrawPoolTerrain::renderFullShaderPBR(BOOL local_materials)
LLGLSLShader* shader = LLGLSLShader::sCurBoundShaderPtr;
llassert(shader);
- shader->uniform4fv(LLShaderMgr::OBJECT_PLANE_S, 1, tp0.mV);
- shader->uniform4fv(LLShaderMgr::OBJECT_PLANE_T, 1, tp1.mV);
+
+ // *TODO: Figure out why this offset is *sometimes* producing seams at the
+ // region edge, and repeat jumps when crossing regions, when
+ // RenderTerrainPBRScale is not a factor of the region scale.
+ LLVector3d region_origin_global = gAgent.getRegion()->getOriginGlobal();
+ F32 offset_x = (F32)fmod(region_origin_global.mdV[VX], 1.0/(F64)sPBRDetailScale)*sPBRDetailScale;
+ F32 offset_y = (F32)fmod(region_origin_global.mdV[VY], 1.0/(F64)sPBRDetailScale)*sPBRDetailScale;
+
+ LLGLTFMaterial::TextureTransform base_color_transform;
+ base_color_transform.mScale = LLVector2(sPBRDetailScale, sPBRDetailScale);
+ base_color_transform.mOffset = LLVector2(offset_x, offset_y);
+ F32 base_color_packed[8];
+ base_color_transform.getPacked(base_color_packed);
+ // *HACK: Use the same texture repeats for all PBR terrain textures for now
+ // (not compliant with KHR texture transform spec)
+ shader->uniform4fv(LLShaderMgr::TEXTURE_BASE_COLOR_TRANSFORM, 2, (F32*)base_color_packed);
LLSettingsWater::ptr_t pwater = LLEnvironment::instance().getCurrentWater();