/** * @file class1/deferred/textureUtilV.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 * $/LicenseInfo$ */ // This shader code is taken from the sample code on the KHR_texture_transform // spec page page, plus or minus some sign error corrections (I think because the GLSL // matrix constructor is backwards?): // https://github.com/KhronosGroup/glTF/tree/main/extensions/2.0/Khronos/KHR_texture_transform // Previously (6494eed242b1), we passed in a single, precalculated matrix // uniform per transform into the shaders. However, that was found to produce // small-but-noticeable discrepancies with the GLTF sample model // "TextureTransformTest", likely due to numerical precision differences. In // the interest of parity with other renderers, calculate the transform // directly in the shader. -Cosmic,2023-02-24 vec2 khr_texture_transform(vec2 texcoord, vec2 scale, float rotation, vec2 offset) { mat3 scale_mat = mat3(scale.x,0,0, 0,scale.y,0, 0,0,1); mat3 offset_mat = mat3(1,0,0, 0,1,0, offset.x, offset.y, 1); mat3 rotation_mat = mat3( cos(rotation),-sin(rotation), 0, sin(rotation), cos(rotation), 0, 0, 0, 1 ); mat3 transform = offset_mat * rotation_mat * scale_mat; return (transform * vec3(texcoord, 1)).xy; } // A texture transform function for PBR materials applied to shape prims/Collada model prims // vertex_texcoord - The UV texture coordinates sampled from the vertex at // runtime. Per SL convention, this is in a right-handed UV coordinate // system. Collada models also have right-handed UVs. // khr_gltf_transform - The texture transform matrix as defined in the // KHR_texture_transform GLTF extension spec. It assumes a left-handed UV // coordinate system. GLTF models also have left-handed UVs. // sl_animation_transform - The texture transform matrix for texture // animations, available through LSL script functions such as // LlSetTextureAnim. It assumes a right-handed UV coordinate system. // texcoord - The final texcoord to use for image sampling vec2 texture_transform(vec2 vertex_texcoord, vec4[2] khr_gltf_transform, mat4 sl_animation_transform) { 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 rotation and scale to be applied correctly. texcoord.y = 1.0 - texcoord.y; texcoord = khr_texture_transform(texcoord, khr_gltf_transform[0].xy, khr_gltf_transform[0].z, khr_gltf_transform[1].xy); // Convert back to right-handed coordinate system texcoord.y = 1.0 - texcoord.y; // 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 return texcoord; } // Similar to texture_transform but no offset during coordinate system // conversion, and no texture animation support. vec2 terrain_texture_transform(vec2 vertex_texcoord, vec4[2] khr_gltf_transform) { vec2 texcoord = vertex_texcoord; texcoord.y = -texcoord.y; texcoord = khr_texture_transform(texcoord, khr_gltf_transform[0].xy, khr_gltf_transform[0].z, khr_gltf_transform[1].xy); texcoord.y = -texcoord.y; return texcoord; } // Take the rotation only from both transforms and apply to the tangent. This // accounts for the change of the topology of the normal texture when a texture // rotation is applied to it. // *HACK: Assume the imported GLTF model did not have both normal texture // transforms and tangent vertices. The use of this function is inconsistent // with the GLTF sample viewer when that is the case. See getNormalInfo in // https://raw.githubusercontent.com/KhronosGroup/glTF-Sample-Viewer/47a191931461a6f2e14de48d6da0f0eb6ec2d147/source/Renderer/shaders/material_info.glsl // We may want to account for this case during GLTF model import. // -Cosmic,2023-06-06 vec3 tangent_space_transform(vec4 vertex_tangent, vec3 vertex_normal, vec4[2] khr_gltf_transform, mat4 sl_animation_transform) { vec2 weights = vec2(0, 1); // Apply texture animation first to avoid shearing and other artifacts (rotation only) mat2 sl_rot_scale; sl_rot_scale[0][0] = sl_animation_transform[0][0]; sl_rot_scale[0][1] = sl_animation_transform[0][1]; sl_rot_scale[1][0] = sl_animation_transform[1][0]; sl_rot_scale[1][1] = sl_animation_transform[1][1]; weights = sl_rot_scale * weights; // Remove scale weights = normalize(weights); // Convert to left-handed coordinate system weights.y = -weights.y; // Apply KHR_texture_transform (rotation only) float khr_rotation = khr_gltf_transform[0].z; mat2 khr_rotation_mat = mat2( cos(khr_rotation),-sin(khr_rotation), sin(khr_rotation), cos(khr_rotation) ); weights = khr_rotation_mat * weights; // Convert back to right-handed coordinate system weights.y = -weights.y; // Similar to the MikkTSpace-compatible method of extracting the binormal // from the normal and tangent, as seen in the fragment shader vec3 vertex_binormal = vertex_tangent.w * cross(vertex_normal, vertex_tangent.xyz); return (weights.x * vertex_binormal.xyz) + (weights.y * vertex_tangent.xyz); } // Similar to tangent_space_transform but no offset during coordinate system // conversion, and no texture animation support. vec3 terrain_tangent_space_transform(vec4 vertex_tangent, vec3 vertex_normal, vec4[2] khr_gltf_transform) { // Immediately convert to left-handed coordinate system ((0,1) -> (0, -1)) vec2 weights = vec2(0, -1); // Apply KHR_texture_transform (rotation only) float khr_rotation = khr_gltf_transform[0].z; mat2 khr_rotation_mat = mat2( cos(khr_rotation),-sin(khr_rotation), sin(khr_rotation), cos(khr_rotation) ); weights = khr_rotation_mat * weights; // Convert back to right-handed coordinate system weights.y = -weights.y; vec3 vertex_binormal = vertex_tangent.w * cross(vertex_normal, vertex_tangent.xyz); return (weights.x * vertex_binormal.xyz) + (weights.y * vertex_tangent.xyz); }