/** * @file class1\environment\pbrterrainV.glsl * * $LicenseInfo:firstyear=2023&license=viewerlgpl$ * Second Life Viewer Source Code * Copyright (C) 2023, Linden Research, Inc. * * This library is free software; you can redistribute it and/or * modify it under the terms of the GNU Lesser General Public * License as published by the Free Software Foundation; * version 2.1 of the License only. * * This library is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU * Lesser General Public License for more details. * * You should have received a copy of the GNU Lesser General Public * License along with this library; if not, write to the Free Software * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA * * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA * $/LicenseInfo$ */ #define TERRAIN_PBR_DETAIL_EMISSIVE 0 #define TERRAIN_PBR_DETAIL_OCCLUSION -1 #define TERRAIN_PBR_DETAIL_NORMAL -2 #define TERRAIN_PBR_DETAIL_METALLIC_ROUGHNESS -3 uniform mat3 normal_matrix; uniform mat4 texture_matrix0; uniform mat4 modelview_matrix; uniform mat4 modelview_projection_matrix; in vec3 position; in vec3 normal; in vec4 tangent; in vec4 diffuse_color; in vec2 texcoord1; out vec3 vary_vertex_normal; // Used by pbrterrainUtilF.glsl out vec3 vary_normal; #if (TERRAIN_PBR_DETAIL >= TERRAIN_PBR_DETAIL_NORMAL) out vec3 vary_tangents[4]; flat out float vary_sign; #endif out vec4 vary_texcoord0; out vec4 vary_texcoord1; #if TERRAIN_PLANAR_TEXTURE_SAMPLE_COUNT == 3 out vec4[10] vary_coords; #elif TERRAIN_PLANAR_TEXTURE_SAMPLE_COUNT == 1 out vec4[2] vary_coords; #endif out vec3 vary_position; // *HACK: Each material uses only one texture transform, but the KHR texture // transform spec allows handling texture transforms separately for each // individual texture info. uniform vec4[5] terrain_texture_transforms; vec2 terrain_texture_transform(vec2 vertex_texcoord, vec4[2] khr_gltf_transform); vec3 terrain_tangent_space_transform(vec4 vertex_tangent, vec3 vertex_normal, vec4[2] khr_gltf_transform); void main() { //transform vertex gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0); vary_position = (modelview_matrix*vec4(position.xyz, 1.0)).xyz; vec3 n = normal_matrix * normal; vary_vertex_normal = normal; vec3 t = normal_matrix * tangent.xyz; #if (TERRAIN_PBR_DETAIL >= TERRAIN_PBR_DETAIL_NORMAL) { vec4[2] ttt; // material 1 ttt[0].xyz = terrain_texture_transforms[0].xyz; ttt[1].x = terrain_texture_transforms[0].w; ttt[1].y = terrain_texture_transforms[1].x; vary_tangents[0] = normalize(terrain_tangent_space_transform(vec4(t, tangent.w), n, ttt)); // material 2 ttt[0].xyz = terrain_texture_transforms[1].yzw; ttt[1].xy = terrain_texture_transforms[2].xy; vary_tangents[1] = normalize(terrain_tangent_space_transform(vec4(t, tangent.w), n, ttt)); // material 3 ttt[0].xy = terrain_texture_transforms[2].zw; ttt[0].z = terrain_texture_transforms[3].x; ttt[1].xy = terrain_texture_transforms[3].yz; vary_tangents[2] = normalize(terrain_tangent_space_transform(vec4(t, tangent.w), n, ttt)); // material 4 ttt[0].x = terrain_texture_transforms[3].w; ttt[0].yz = terrain_texture_transforms[4].xy; ttt[1].xy = terrain_texture_transforms[4].zw; vary_tangents[3] = normalize(terrain_tangent_space_transform(vec4(t, tangent.w), n, ttt)); } vary_sign = tangent.w; #endif vary_normal = normalize(n); // Transform and pass tex coords { vec4[2] ttt; #if TERRAIN_PLANAR_TEXTURE_SAMPLE_COUNT == 3 // Don't care about upside-down (transform_xy_flipped()) #define transform_xy() terrain_texture_transform(position.xy, ttt) #define transform_yz() terrain_texture_transform(position.yz, ttt) #define transform_negx_z() terrain_texture_transform(position.xz * vec2(-1, 1), ttt) #define transform_yz_flipped() terrain_texture_transform(position.yz * vec2(-1, 1), ttt) #define transform_negx_z_flipped() terrain_texture_transform(position.xz, ttt) // material 1 ttt[0].xyz = terrain_texture_transforms[0].xyz; ttt[1].x = terrain_texture_transforms[0].w; ttt[1].y = terrain_texture_transforms[1].x; vary_coords[0].xy = transform_xy(); vary_coords[0].zw = transform_yz(); vary_coords[1].xy = transform_negx_z(); vary_coords[1].zw = transform_yz_flipped(); vary_coords[2].xy = transform_negx_z_flipped(); // material 2 ttt[0].xyz = terrain_texture_transforms[1].yzw; ttt[1].xy = terrain_texture_transforms[2].xy; vary_coords[2].zw = transform_xy(); vary_coords[3].xy = transform_yz(); vary_coords[3].zw = transform_negx_z(); vary_coords[4].xy = transform_yz_flipped(); vary_coords[4].zw = transform_negx_z_flipped(); // material 3 ttt[0].xy = terrain_texture_transforms[2].zw; ttt[0].z = terrain_texture_transforms[3].x; ttt[1].xy = terrain_texture_transforms[3].yz; vary_coords[5].xy = transform_xy(); vary_coords[5].zw = transform_yz(); vary_coords[6].xy = transform_negx_z(); vary_coords[6].zw = transform_yz_flipped(); vary_coords[7].xy = transform_negx_z_flipped(); // material 4 ttt[0].x = terrain_texture_transforms[3].w; ttt[0].yz = terrain_texture_transforms[4].xy; ttt[1].xy = terrain_texture_transforms[4].zw; vary_coords[7].zw = transform_xy(); vary_coords[8].xy = transform_yz(); vary_coords[8].zw = transform_negx_z(); vary_coords[9].xy = transform_yz_flipped(); vary_coords[9].zw = transform_negx_z_flipped(); #elif TERRAIN_PLANAR_TEXTURE_SAMPLE_COUNT == 1 // material 1 ttt[0].xyz = terrain_texture_transforms[0].xyz; ttt[1].x = terrain_texture_transforms[0].w; ttt[1].y = terrain_texture_transforms[1].x; vary_coords[0].xy = terrain_texture_transform(position.xy, ttt); // material 2 ttt[0].xyz = terrain_texture_transforms[1].yzw; ttt[1].xy = terrain_texture_transforms[2].xy; vary_coords[0].zw = terrain_texture_transform(position.xy, ttt); // material 3 ttt[0].xy = terrain_texture_transforms[2].zw; ttt[0].z = terrain_texture_transforms[3].x; ttt[1].xy = terrain_texture_transforms[3].yz; vary_coords[1].xy = terrain_texture_transform(position.xy, ttt); // material 4 ttt[0].x = terrain_texture_transforms[3].w; ttt[0].yz = terrain_texture_transforms[4].xy; ttt[1].xy = terrain_texture_transforms[4].zw; vary_coords[1].zw = terrain_texture_transform(position.xy, ttt); #endif } vec4 tc = vec4(texcoord1,0,1); vary_texcoord0.zw = tc.xy; vary_texcoord1.xy = tc.xy-vec2(2.0, 0.0); vary_texcoord1.zw = tc.xy-vec2(1.0, 0.0); }