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/**
* @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_signs[4];
#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);
vec4 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;
vec4 transformed_tangent;
// 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;
transformed_tangent = terrain_tangent_space_transform(vec4(t, tangent.w), n, ttt);
vary_tangents[0] = normalize(transformed_tangent.xyz);
vary_signs[0] = transformed_tangent.w;
// material 2
ttt[0].xyz = terrain_texture_transforms[1].yzw;
ttt[1].xy = terrain_texture_transforms[2].xy;
transformed_tangent = terrain_tangent_space_transform(vec4(t, tangent.w), n, ttt);
vary_tangents[1] = normalize(transformed_tangent.xyz);
vary_signs[1] = transformed_tangent.w;
// 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;
transformed_tangent = terrain_tangent_space_transform(vec4(t, tangent.w), n, ttt);
vary_tangents[2] = normalize(transformed_tangent.xyz);
vary_signs[2] = transformed_tangent.w;
// 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;
transformed_tangent = terrain_tangent_space_transform(vec4(t, tangent.w), n, ttt);
vary_tangents[3] = normalize(transformed_tangent.xyz);
vary_signs[3] = transformed_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);
}
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