SL-18809: Merge 'DRTVWR-559' of secondlife/viewer into sl-18809

meow-7.2.2
Nat Goodspeed 2022-12-12 14:34:47 -05:00
commit 4e0d8f1564
2 changed files with 10 additions and 8 deletions

View File

@ -36,6 +36,7 @@ mat4 getObjectSkinnedTransform();
uniform mat3 normal_matrix;
uniform mat4 modelview_projection_matrix;
#endif
uniform mat4 texture_matrix0;
#if (DIFFUSE_ALPHA_MODE == DIFFUSE_ALPHA_MODE_BLEND)
#if !defined(HAS_SKIN)
@ -92,10 +93,10 @@ void main()
vary_fragcoord.xyz = vert.xyz + vec3(0,0,near_clip);
#endif
basecolor_texcoord = (texture_basecolor_matrix * vec3(texcoord0,1)).xy;
normal_texcoord = (texture_normal_matrix * vec3(texcoord0,1)).xy;
metallic_roughness_texcoord = (texture_metallic_roughness_matrix * vec3(texcoord0,1)).xy;
emissive_texcoord = (texture_emissive_matrix * vec3(texcoord0,1)).xy;
basecolor_texcoord = (texture_matrix0 * vec4(texture_basecolor_matrix * vec3(texcoord0,1), 1)).xy;
normal_texcoord = (texture_matrix0 * vec4(texture_normal_matrix * vec3(texcoord0,1), 1)).xy;
metallic_roughness_texcoord = (texture_matrix0 * vec4(texture_metallic_roughness_matrix * vec3(texcoord0,1), 1)).xy;
emissive_texcoord = (texture_matrix0 * vec4(texture_emissive_matrix * vec3(texcoord0,1), 1)).xy;
#ifdef HAS_SKIN
vec3 n = (mat*vec4(normal.xyz+position.xyz,1.0)).xyz-pos.xyz;

View File

@ -36,6 +36,7 @@ mat4 getObjectSkinnedTransform();
uniform mat3 normal_matrix;
uniform mat4 modelview_projection_matrix;
#endif
uniform mat4 texture_matrix0;
uniform mat3 texture_basecolor_matrix;
uniform mat3 texture_normal_matrix;
@ -75,10 +76,10 @@ void main()
gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0);
#endif
basecolor_texcoord = (texture_basecolor_matrix * vec3(texcoord0,1)).xy;
normal_texcoord = (texture_normal_matrix * vec3(texcoord0,1)).xy;
metallic_roughness_texcoord = (texture_metallic_roughness_matrix * vec3(texcoord0,1)).xy;
emissive_texcoord = (texture_emissive_matrix * vec3(texcoord0,1)).xy;
basecolor_texcoord = (texture_matrix0 * vec4(texture_basecolor_matrix * vec3(texcoord0,1), 1)).xy;
normal_texcoord = (texture_matrix0 * vec4(texture_normal_matrix * vec3(texcoord0,1), 1)).xy;
metallic_roughness_texcoord = (texture_matrix0 * vec4(texture_metallic_roughness_matrix * vec3(texcoord0,1), 1)).xy;
emissive_texcoord = (texture_matrix0 * vec4(texture_emissive_matrix * vec3(texcoord0,1), 1)).xy;
#ifdef HAS_SKIN
vec3 n = (mat*vec4(normal.xyz+position.xyz,1.0)).xyz-pos.xyz;