97 lines
3.6 KiB
GLSL
97 lines
3.6 KiB
GLSL
/**
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* @file class1\environment\pbrterrainV.glsl
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*
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* $LicenseInfo:firstyear=2023&license=viewerlgpl$
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* Second Life Viewer Source Code
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* Copyright (C) 2023, Linden Research, Inc.
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*
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* This library is free software; you can redistribute it and/or
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* modify it under the terms of the GNU Lesser General Public
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* License as published by the Free Software Foundation;
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* version 2.1 of the License only.
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*
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* This library is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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* Lesser General Public License for more details.
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*
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* You should have received a copy of the GNU Lesser General Public
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* License along with this library; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
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*
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* Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
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* $/LicenseInfo$
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*/
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uniform mat3 normal_matrix;
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uniform mat4 texture_matrix0;
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uniform mat4 modelview_matrix;
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uniform mat4 modelview_projection_matrix;
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in vec3 position;
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in vec3 normal;
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in vec4 tangent;
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in vec4 diffuse_color;
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in vec2 texcoord1;
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#if TERRAIN_PLANAR_TEXTURE_SAMPLE_COUNT == 3
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out vec4[2] vary_coords;
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#endif
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out vec3 vary_vertex_normal; // Used by pbrterrainUtilF.glsl
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out vec3 vary_normal;
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out vec3 vary_tangent;
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flat out float vary_sign;
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out vec4 vary_texcoord0;
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out vec4 vary_texcoord1;
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out vec3 vary_position;
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// *HACK: tangent_space_transform should use texture_normal_transform, or maybe
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// we shouldn't use tangent_space_transform at all. See the call to
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// tangent_space_transform below.
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uniform vec4[2] texture_base_color_transform;
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vec2 terrain_texture_transform(vec2 vertex_texcoord, vec4[2] khr_gltf_transform);
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vec3 terrain_tangent_space_transform(vec4 vertex_tangent, vec3 vertex_normal, vec4[2] khr_gltf_transform);
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void main()
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{
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//transform vertex
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gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0);
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vary_position = (modelview_matrix*vec4(position.xyz, 1.0)).xyz;
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vec3 n = normal_matrix * normal;
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vary_vertex_normal = normal;
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vec3 t = normal_matrix * tangent.xyz;
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vary_tangent = normalize(t);
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// *TODO: Decide if we want this. It may be better to just calculate the
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// tangents on-the-fly in the fragment shader, due to the subtleties of the
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// effect of triplanar mapping on UVs.
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// *HACK: Should be using texture_normal_transform here. The KHR texture
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// transform spec requires handling texture transforms separately for each
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// individual texture.
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vary_tangent = normalize(terrain_tangent_space_transform(vec4(t, tangent.w), n, texture_base_color_transform));
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vary_sign = tangent.w;
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vary_normal = normalize(n);
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// Transform and pass tex coords
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// *HACK: texture_base_color_transform is used for all of these here, but
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// the KHR texture transform spec requires handling texture transforms
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// separately for each individual texture.
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#if TERRAIN_PLANAR_TEXTURE_SAMPLE_COUNT == 3
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// xy
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vary_coords[0].xy = terrain_texture_transform(position.xy, texture_base_color_transform);
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// yz
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vary_coords[0].zw = terrain_texture_transform(position.yz, texture_base_color_transform);
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// (-x)z
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vary_coords[1].xy = terrain_texture_transform(position.xz * vec2(-1, 1), texture_base_color_transform);
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#elif TERRAIN_PLANAR_TEXTURE_SAMPLE_COUNT == 1
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vary_texcoord0.xy = terrain_texture_transform(position.xy, texture_base_color_transform);
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#endif
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vec4 tc = vec4(texcoord1,0,1);
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vary_texcoord0.zw = tc.xy;
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vary_texcoord1.xy = tc.xy-vec2(2.0, 0.0);
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vary_texcoord1.zw = tc.xy-vec2(1.0, 0.0);
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}
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