From b9ba57fd0004751dfbcbea90264a6e16c5849e5e Mon Sep 17 00:00:00 2001 From: Cosmic Linden Date: Fri, 13 Oct 2023 10:38:42 -0700 Subject: DRTVWR-592: (WIP) Fix terrain PBR texture repeat seam. Legacy terrain texture repeats currently broken --- .../shaders/class1/deferred/pbrterrainF.glsl | 25 +++++++++++++++++++--- .../shaders/class1/deferred/pbrterrainV.glsl | 22 +++++++++++++------ 2 files changed, 37 insertions(+), 10 deletions(-) (limited to 'indra/newview/app_settings/shaders/class1/deferred') diff --git a/indra/newview/app_settings/shaders/class1/deferred/pbrterrainF.glsl b/indra/newview/app_settings/shaders/class1/deferred/pbrterrainF.glsl index 73d4d9e3bc..5f94855963 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/pbrterrainF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/pbrterrainF.glsl @@ -70,6 +70,7 @@ vec2 encode_normal(vec3 n); vec3 linear_to_srgb(vec3 c); vec3 srgb_to_linear(vec3 c); +in vec4 debug_pos; // TODO: Remove // *TODO: This mixing function feels like it can be optimized. The terrain code's use of texcoord1 is dubious. It feels like the same thing can be accomplished with less memory bandwidth by calculating the offsets on-the-fly float terrain_mix(vec4 samples, float alpha1, float alpha2, float alphaFinal) { @@ -148,9 +149,8 @@ vec3 sample_and_mix_vector3_no_scale(float alpha1, float alpha2, float alphaFina void main() { - // Adjust the texture repeats for a more sensible default. - float texture_density_factor = 2.0; - vec2 terrain_texcoord = texture_density_factor * vary_texcoord0.xy; + vec2 terrain_texcoord = vary_texcoord0.xy; + terrain_texcoord -= vec2(21.0);// TODO: Remove float alpha1 = texture(alpha_ramp, vary_texcoord0.zw).a; float alpha2 = texture(alpha_ramp,vary_texcoord1.xy).a; float alphaFinal = texture(alpha_ramp, vary_texcoord1.zw).a; @@ -162,6 +162,25 @@ void main() discard; } + // TODO: Remove all of this + float debug_pos_x = debug_pos.x; + //float debug_pos_x = terrain_texcoord.y; + float debug_metric = debug_pos_x; + debug_metric = debug_metric - floor(debug_metric); + debug_metric *= debug_metric; + float debug_metric2 = debug_pos_x / 4.0; + debug_metric2 = debug_metric2 - floor(debug_metric2); + debug_metric2 *= debug_metric2; + debug_metric2 *= debug_metric2; + debug_metric2 *= 16.0; + float debug_metric3 = debug_pos_x / 16.0; + debug_metric3 = debug_metric3 - floor(debug_metric3); + debug_metric3 *= debug_metric3; + debug_metric3 *= debug_metric3; + debug_metric3 *= debug_metric3; + debug_metric3 *= 16.0; + //col.xyz = vec3(debug_metric3, debug_metric2, debug_metric);// TODO: Remove + vec3 normal_texture = sample_and_mix_vector3_no_scale(alpha1, alpha2, alphaFinal, terrain_texcoord, detail_0_normal, detail_1_normal, detail_2_normal, detail_3_normal); vec3[4] orm_factors; diff --git a/indra/newview/app_settings/shaders/class1/deferred/pbrterrainV.glsl b/indra/newview/app_settings/shaders/class1/deferred/pbrterrainV.glsl index 6037a58c0d..fd80d1bb2c 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/pbrterrainV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/pbrterrainV.glsl @@ -43,24 +43,27 @@ out vec4 vary_texcoord1; uniform vec4 object_plane_s; uniform vec4 object_plane_t; -vec4 texgen_object(vec4 vpos, vec4 tc, mat4 mat, vec4 tp0, vec4 tp1) +vec4 texgen_object_pbr(vec4 tc, mat4 mat, vec4 tp0, vec4 tp1) { vec4 tcoord; - tcoord.x = dot(vpos, tp0); - tcoord.y = dot(vpos, tp1); - tcoord.z = tc.z; - tcoord.w = tc.w; + tcoord.x = dot(tc, tp0); + tcoord.y = dot(tc, tp1); + tcoord.z = tcoord.z; + tcoord.w = tcoord.w; tcoord = mat * tcoord; - return tcoord; + return tcoord; } +out vec4 debug_pos; // TODO: Remove + void main() { //transform vertex gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0); + debug_pos = vec4(texcoord0, 0.0, 1.0); vec3 n = normal_matrix * normal; vec3 t = normal_matrix * tangent.xyz; @@ -71,7 +74,12 @@ void main() // Transform and pass tex coords // *NOTE: KHR texture transform is ignored for now - vary_texcoord0.xy = texgen_object(vec4(position, 1.0), vec4(texcoord0,0,1), texture_matrix0, object_plane_s, object_plane_t).xy; + vary_texcoord0.xy = texgen_object_pbr(vec4(texcoord0, 0, 1), texture_matrix0, object_plane_s, object_plane_t).xy; + // Adjust the texture repeats for a more sensible default. + // *TODO: Remove this extra factor when KHR texture transform is added + float texture_density_factor = 3.0; + //texture_density_factor /= 256.0; // TODO: Remove + vary_texcoord0.xy *= texture_density_factor; vec4 tc = vec4(texcoord1,0,1); -- cgit v1.2.3