From b1a3a274ffe539ea61d9fd7aa6f95f44049964e2 Mon Sep 17 00:00:00 2001 From: Cosmic Linden Date: Fri, 13 Oct 2023 10:42:18 -0700 Subject: DRTVWR-592: Don't read UVs for PBR terrain in single-plane case - works out to be more expensive than triplanar in some cases, and UVs are already trivial --- indra/newview/app_settings/shaders/class1/deferred/pbrterrainV.glsl | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) (limited to 'indra') diff --git a/indra/newview/app_settings/shaders/class1/deferred/pbrterrainV.glsl b/indra/newview/app_settings/shaders/class1/deferred/pbrterrainV.glsl index 2df5faf037..64ab3bbb13 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/pbrterrainV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/pbrterrainV.glsl @@ -84,7 +84,7 @@ void main() // (-x)z vary_coords[1].xy = texture_transform(position.xz * vec2(-1, 1), texture_base_color_transform, texture_matrix0); #elif TERRAIN_PLANAR_TEXTURE_SAMPLE_COUNT == 1 - vary_texcoord0.xy = texture_transform(texcoord0, texture_base_color_transform, texture_matrix0); + vary_texcoord0.xy = texture_transform(position.xy, texture_base_color_transform, texture_matrix0); #endif vec4 tc = vec4(texcoord1,0,1); -- cgit v1.2.3