205 lines
8.1 KiB
GLSL
205 lines
8.1 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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#define TERRAIN_PBR_DETAIL_EMISSIVE 0
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#define TERRAIN_PBR_DETAIL_OCCLUSION -1
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#define TERRAIN_PBR_DETAIL_NORMAL -2
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#define TERRAIN_PBR_DETAIL_METALLIC_ROUGHNESS -3
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#define TERRAIN_PAINT_TYPE_HEIGHTMAP_WITH_NOISE 0
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#define TERRAIN_PAINT_TYPE_PBR_PAINTMAP 1
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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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#if TERRAIN_PAINT_TYPE == TERRAIN_PAINT_TYPE_PBR_PAINTMAP
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uniform float region_scale;
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#endif
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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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#if TERRAIN_PAINT_TYPE == TERRAIN_PAINT_TYPE_HEIGHTMAP_WITH_NOISE
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in vec2 texcoord1;
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#endif
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out vec3 vary_position;
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out vec3 vary_normal;
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#if TERRAIN_PLANAR_TEXTURE_SAMPLE_COUNT == 3
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out vec3 vary_vertex_normal; // Used by pbrterrainUtilF.glsl
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#endif
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#if (TERRAIN_PBR_DETAIL >= TERRAIN_PBR_DETAIL_NORMAL)
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out vec3 vary_tangents[4];
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flat out float vary_signs[4];
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#endif
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// vary_texcoord* are used for terrain composition, vary_coords are used for terrain UVs
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#if TERRAIN_PAINT_TYPE == TERRAIN_PAINT_TYPE_HEIGHTMAP_WITH_NOISE
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out vec4 vary_texcoord0;
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out vec4 vary_texcoord1;
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#elif TERRAIN_PAINT_TYPE == TERRAIN_PAINT_TYPE_PBR_PAINTMAP
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out vec2 vary_texcoord;
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#endif
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#if TERRAIN_PLANAR_TEXTURE_SAMPLE_COUNT == 3
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out vec4[10] vary_coords;
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#elif TERRAIN_PLANAR_TEXTURE_SAMPLE_COUNT == 1
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out vec4[2] vary_coords;
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#endif
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// *HACK: Each material uses only one texture transform, but the KHR texture
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// transform spec allows handling texture transforms separately for each
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// individual texture info.
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uniform vec4[5] terrain_texture_transforms;
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vec2 terrain_texture_transform(vec2 vertex_texcoord, vec4[2] khr_gltf_transform);
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vec4 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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#if TERRAIN_PLANAR_TEXTURE_SAMPLE_COUNT == 3
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vary_vertex_normal = normal;
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#endif
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vec3 t = normal_matrix * tangent.xyz;
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#if (TERRAIN_PBR_DETAIL >= TERRAIN_PBR_DETAIL_NORMAL)
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{
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vec4[2] ttt;
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vec4 transformed_tangent;
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// material 1
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ttt[0].xyz = terrain_texture_transforms[0].xyz;
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ttt[1].x = terrain_texture_transforms[0].w;
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ttt[1].y = terrain_texture_transforms[1].x;
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transformed_tangent = terrain_tangent_space_transform(vec4(t, tangent.w), n, ttt);
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vary_tangents[0] = normalize(transformed_tangent.xyz);
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vary_signs[0] = transformed_tangent.w;
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// material 2
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ttt[0].xyz = terrain_texture_transforms[1].yzw;
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ttt[1].xy = terrain_texture_transforms[2].xy;
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transformed_tangent = terrain_tangent_space_transform(vec4(t, tangent.w), n, ttt);
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vary_tangents[1] = normalize(transformed_tangent.xyz);
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vary_signs[1] = transformed_tangent.w;
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// material 3
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ttt[0].xy = terrain_texture_transforms[2].zw;
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ttt[0].z = terrain_texture_transforms[3].x;
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ttt[1].xy = terrain_texture_transforms[3].yz;
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transformed_tangent = terrain_tangent_space_transform(vec4(t, tangent.w), n, ttt);
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vary_tangents[2] = normalize(transformed_tangent.xyz);
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vary_signs[2] = transformed_tangent.w;
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// material 4
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ttt[0].x = terrain_texture_transforms[3].w;
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ttt[0].yz = terrain_texture_transforms[4].xy;
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ttt[1].xy = terrain_texture_transforms[4].zw;
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transformed_tangent = terrain_tangent_space_transform(vec4(t, tangent.w), n, ttt);
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vary_tangents[3] = normalize(transformed_tangent.xyz);
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vary_signs[3] = transformed_tangent.w;
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}
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#endif
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vary_normal = normalize(n);
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// Transform and pass tex coords
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{
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vec4[2] ttt;
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#define transform_xy() terrain_texture_transform(position.xy, ttt)
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#if TERRAIN_PLANAR_TEXTURE_SAMPLE_COUNT == 3
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// Don't care about upside-down (transform_xy_flipped())
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#define transform_yz() terrain_texture_transform(position.yz, ttt)
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#define transform_negx_z() terrain_texture_transform(position.xz * vec2(-1, 1), ttt)
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#define transform_yz_flipped() terrain_texture_transform(position.yz * vec2(-1, 1), ttt)
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#define transform_negx_z_flipped() terrain_texture_transform(position.xz, ttt)
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// material 1
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ttt[0].xyz = terrain_texture_transforms[0].xyz;
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ttt[1].x = terrain_texture_transforms[0].w;
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ttt[1].y = terrain_texture_transforms[1].x;
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vary_coords[0].xy = transform_xy();
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vary_coords[0].zw = transform_yz();
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vary_coords[1].xy = transform_negx_z();
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vary_coords[1].zw = transform_yz_flipped();
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vary_coords[2].xy = transform_negx_z_flipped();
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// material 2
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ttt[0].xyz = terrain_texture_transforms[1].yzw;
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ttt[1].xy = terrain_texture_transforms[2].xy;
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vary_coords[2].zw = transform_xy();
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vary_coords[3].xy = transform_yz();
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vary_coords[3].zw = transform_negx_z();
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vary_coords[4].xy = transform_yz_flipped();
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vary_coords[4].zw = transform_negx_z_flipped();
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// material 3
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ttt[0].xy = terrain_texture_transforms[2].zw;
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ttt[0].z = terrain_texture_transforms[3].x;
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ttt[1].xy = terrain_texture_transforms[3].yz;
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vary_coords[5].xy = transform_xy();
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vary_coords[5].zw = transform_yz();
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vary_coords[6].xy = transform_negx_z();
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vary_coords[6].zw = transform_yz_flipped();
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vary_coords[7].xy = transform_negx_z_flipped();
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// material 4
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ttt[0].x = terrain_texture_transforms[3].w;
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ttt[0].yz = terrain_texture_transforms[4].xy;
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ttt[1].xy = terrain_texture_transforms[4].zw;
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vary_coords[7].zw = transform_xy();
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vary_coords[8].xy = transform_yz();
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vary_coords[8].zw = transform_negx_z();
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vary_coords[9].xy = transform_yz_flipped();
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vary_coords[9].zw = transform_negx_z_flipped();
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#elif TERRAIN_PLANAR_TEXTURE_SAMPLE_COUNT == 1
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// material 1
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ttt[0].xyz = terrain_texture_transforms[0].xyz;
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ttt[1].x = terrain_texture_transforms[0].w;
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ttt[1].y = terrain_texture_transforms[1].x;
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vary_coords[0].xy = transform_xy();
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// material 2
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ttt[0].xyz = terrain_texture_transforms[1].yzw;
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ttt[1].xy = terrain_texture_transforms[2].xy;
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vary_coords[0].zw = transform_xy();
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// material 3
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ttt[0].xy = terrain_texture_transforms[2].zw;
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ttt[0].z = terrain_texture_transforms[3].x;
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ttt[1].xy = terrain_texture_transforms[3].yz;
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vary_coords[1].xy = transform_xy();
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// material 4
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ttt[0].x = terrain_texture_transforms[3].w;
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ttt[0].yz = terrain_texture_transforms[4].xy;
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ttt[1].xy = terrain_texture_transforms[4].zw;
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vary_coords[1].zw = transform_xy();
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#endif
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}
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#if TERRAIN_PAINT_TYPE == TERRAIN_PAINT_TYPE_HEIGHTMAP_WITH_NOISE
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vec2 tc = texcoord1.xy;
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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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#elif TERRAIN_PAINT_TYPE == TERRAIN_PAINT_TYPE_PBR_PAINTMAP
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vary_texcoord = position.xy / region_scale;
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#endif
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}
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