SL-18809: Merge 'DRTVWR-559' of secondlife/viewer into sl-18809
commit
4e0d8f1564
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@ -36,6 +36,7 @@ mat4 getObjectSkinnedTransform();
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uniform mat3 normal_matrix;
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uniform mat4 modelview_projection_matrix;
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#endif
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uniform mat4 texture_matrix0;
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#if (DIFFUSE_ALPHA_MODE == DIFFUSE_ALPHA_MODE_BLEND)
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#if !defined(HAS_SKIN)
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@ -92,10 +93,10 @@ void main()
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vary_fragcoord.xyz = vert.xyz + vec3(0,0,near_clip);
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#endif
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basecolor_texcoord = (texture_basecolor_matrix * vec3(texcoord0,1)).xy;
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normal_texcoord = (texture_normal_matrix * vec3(texcoord0,1)).xy;
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metallic_roughness_texcoord = (texture_metallic_roughness_matrix * vec3(texcoord0,1)).xy;
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emissive_texcoord = (texture_emissive_matrix * vec3(texcoord0,1)).xy;
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basecolor_texcoord = (texture_matrix0 * vec4(texture_basecolor_matrix * vec3(texcoord0,1), 1)).xy;
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normal_texcoord = (texture_matrix0 * vec4(texture_normal_matrix * vec3(texcoord0,1), 1)).xy;
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metallic_roughness_texcoord = (texture_matrix0 * vec4(texture_metallic_roughness_matrix * vec3(texcoord0,1), 1)).xy;
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emissive_texcoord = (texture_matrix0 * vec4(texture_emissive_matrix * vec3(texcoord0,1), 1)).xy;
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#ifdef HAS_SKIN
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vec3 n = (mat*vec4(normal.xyz+position.xyz,1.0)).xyz-pos.xyz;
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@ -36,6 +36,7 @@ mat4 getObjectSkinnedTransform();
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uniform mat3 normal_matrix;
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uniform mat4 modelview_projection_matrix;
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#endif
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uniform mat4 texture_matrix0;
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uniform mat3 texture_basecolor_matrix;
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uniform mat3 texture_normal_matrix;
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@ -75,10 +76,10 @@ void main()
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gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0);
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#endif
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basecolor_texcoord = (texture_basecolor_matrix * vec3(texcoord0,1)).xy;
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normal_texcoord = (texture_normal_matrix * vec3(texcoord0,1)).xy;
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metallic_roughness_texcoord = (texture_metallic_roughness_matrix * vec3(texcoord0,1)).xy;
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emissive_texcoord = (texture_emissive_matrix * vec3(texcoord0,1)).xy;
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basecolor_texcoord = (texture_matrix0 * vec4(texture_basecolor_matrix * vec3(texcoord0,1), 1)).xy;
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normal_texcoord = (texture_matrix0 * vec4(texture_normal_matrix * vec3(texcoord0,1), 1)).xy;
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metallic_roughness_texcoord = (texture_matrix0 * vec4(texture_metallic_roughness_matrix * vec3(texcoord0,1), 1)).xy;
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emissive_texcoord = (texture_matrix0 * vec4(texture_emissive_matrix * vec3(texcoord0,1), 1)).xy;
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#ifdef HAS_SKIN
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vec3 n = (mat*vec4(normal.xyz+position.xyz,1.0)).xyz-pos.xyz;
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