From 7a533f368231c7e1135891c05e03412d0fdb9fdb Mon Sep 17 00:00:00 2001 From: Cosmic Linden Date: Fri, 24 Feb 2023 18:10:49 -0800 Subject: SL-19269: For PBR materials, apply texture animation independently of the underlying texture transform --- indra/newview/app_settings/shaders/class1/deferred/textureUtilV.glsl | 3 ++- 1 file changed, 2 insertions(+), 1 deletion(-) (limited to 'indra/newview/app_settings') diff --git a/indra/newview/app_settings/shaders/class1/deferred/textureUtilV.glsl b/indra/newview/app_settings/shaders/class1/deferred/textureUtilV.glsl index 6ad317ca63..39cc07d2d1 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/textureUtilV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/textureUtilV.glsl @@ -62,13 +62,14 @@ vec2 texture_transform(vec2 vertex_texcoord, vec2 khr_gltf_scale, float khr_gltf { vec2 texcoord = vertex_texcoord; + // Apply texture animation first to avoid shearing and other artifacts + texcoord = (sl_animation_transform * vec4(texcoord, 0, 1)).xy; // Convert to left-handed coordinate system. The offset of 1 is necessary // for rotations to be applied correctly. texcoord.y = 1.0 - texcoord.y; texcoord = khr_texture_transform(texcoord, khr_gltf_scale, khr_gltf_rotation, khr_gltf_offset); // Convert back to right-handed coordinate system texcoord.y = 1.0 - texcoord.y; - texcoord = (sl_animation_transform * vec4(texcoord, 0, 1)).xy; // To make things more confusing, all SL image assets are upside-down // We may need an additional sign flip here when we implement a Vulkan backend -- cgit v1.2.3