From 379ae7eec0fddd2bfc2f7902fc05d1fabd57c28d Mon Sep 17 00:00:00 2001
From: Dave Parks <davep@lindenlab.com>
Date: Wed, 14 Sep 2022 10:55:50 -0500
Subject: [PATCH] SL-17701 Per pixel binormal generation on PBR alpha to be
 consistent with PBR opaque.

---
 .../shaders/class1/deferred/pbralphaF.glsl    | 32 ++++------
 .../shaders/class1/deferred/pbralphaV.glsl    | 61 +++++--------------
 2 files changed, 28 insertions(+), 65 deletions(-)

diff --git a/indra/newview/app_settings/shaders/class1/deferred/pbralphaF.glsl b/indra/newview/app_settings/shaders/class1/deferred/pbralphaF.glsl
index bb0c07915ba..a7dc5f22c86 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/pbralphaF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/pbralphaF.glsl
@@ -69,18 +69,12 @@ uniform vec3 moon_dir;
 VARYING vec3 vary_position;
 VARYING vec4 vertex_color;
 VARYING vec2 vary_texcoord0;
-
-#ifdef HAS_NORMAL_MAP
-VARYING vec3 vary_normal;
-VARYING vec3 vary_mat0;
-VARYING vec3 vary_mat1;
-VARYING vec3 vary_mat2;
 VARYING vec2 vary_texcoord1;
-#endif
+VARYING vec2 vary_texcoord2;
+VARYING vec3 vary_normal;
+VARYING vec3 vary_tangent;
+flat in float vary_sign;
 
-#ifdef HAS_SPECULAR_MAP
-    VARYING vec2 vary_texcoord2;
-#endif
 
 #ifdef HAS_ALPHA_MASK
 uniform float minimum_alpha; // PBR alphaMode: MASK, See: mAlphaCutoff, setAlphaCutoff()
@@ -204,17 +198,15 @@ void main()
 
     vec3 base = vertex_color.rgb * albedo.rgb;
 
-    vec4 norm = texture2D(bumpMap, vary_texcoord1.xy);
-    norm.xyz = normalize(norm.xyz * 2 - 1);
-
-    vec3 tnorm = vec3(dot(norm.xyz,vary_mat0),
-                      dot(norm.xyz,vary_mat1),
-                      dot(norm.xyz,vary_mat2));
-
-    tnorm = normalize(tnorm.xyz);
+    vec3 vNt = texture2D(bumpMap, vary_texcoord1.xy).xyz*2.0-1.0;
+    float sign = vary_sign;
+    vec3 vN = vary_normal;
+    vec3 vT = vary_tangent.xyz;
+    
+    vec3 vB = sign * cross(vN, vT);
+    vec3 norm = normalize( vNt.x * vT + vNt.y * vB + vNt.z * vN );
 
-    tnorm *= gl_FrontFacing ? 1.0 : -1.0;
-    norm.xyz = tnorm.xyz;
+    norm *= gl_FrontFacing ? 1.0 : -1.0;
 
 #ifdef HAS_SHADOW
     vec2 frag = vary_fragcoord.xy/vary_fragcoord.z*0.5+0.5;
diff --git a/indra/newview/app_settings/shaders/class1/deferred/pbralphaV.glsl b/indra/newview/app_settings/shaders/class1/deferred/pbralphaV.glsl
index 57a162ad51f..b3880ab1786 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/pbralphaV.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/pbralphaV.glsl
@@ -54,29 +54,20 @@ uniform float near_clip;
 ATTRIBUTE vec3 position;
 ATTRIBUTE vec4 diffuse_color;
 ATTRIBUTE vec3 normal;
-ATTRIBUTE vec2 texcoord0;
-
-
-#ifdef HAS_NORMAL_MAP
 ATTRIBUTE vec4 tangent;
+ATTRIBUTE vec2 texcoord0;
 ATTRIBUTE vec2 texcoord1;
+ATTRIBUTE vec2 texcoord2;
 
-VARYING vec3 vary_mat0;
-VARYING vec3 vary_mat1;
-VARYING vec3 vary_mat2;
 
+VARYING vec4 vertex_color;
+VARYING vec2 vary_texcoord0;
 VARYING vec2 vary_texcoord1;
-#else
+VARYING vec2 vary_texcoord2;
 VARYING vec3 vary_normal;
-#endif
+VARYING vec3 vary_tangent;
+flat out float vary_sign;
 
-#ifdef HAS_SPECULAR_MAP
-ATTRIBUTE vec2 texcoord2;
-VARYING vec2 vary_texcoord2;
-#endif
- 
-VARYING vec4 vertex_color;
-VARYING vec2 vary_texcoord0;
 
 void main()
 {
@@ -99,41 +90,21 @@ void main()
 #endif
 
 	vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy;
-	
-#ifdef HAS_NORMAL_MAP
 	vary_texcoord1 = (texture_matrix0 * vec4(texcoord1,0,1)).xy;
-#endif
-
-#ifdef HAS_SPECULAR_MAP
 	vary_texcoord2 = (texture_matrix0 * vec4(texcoord2,0,1)).xy;
-#endif
 
 #ifdef HAS_SKIN
-	vec3 n = normalize((mat*vec4(normal.xyz+position.xyz,1.0)).xyz-pos.xyz);
-  #ifdef HAS_NORMAL_MAP
-	vec3 t = normalize((mat*vec4(tangent.xyz+position.xyz,1.0)).xyz-pos.xyz);
-	vec3 b = cross(n, t)*tangent.w;
-	
-	vary_mat0 = vec3(t.x, b.x, n.x);
-	vary_mat1 = vec3(t.y, b.y, n.y);
-	vary_mat2 = vec3(t.z, b.z, n.z);
-  #else //HAS_NORMAL_MAP
-    vary_normal  = n;
-  #endif //HAS_NORMAL_MAP
+	vec3 n = (mat*vec4(normal.xyz+position.xyz,1.0)).xyz-pos.xyz;
+	vec3 t = (mat*vec4(tangent.xyz+position.xyz,1.0)).xyz-pos.xyz;
 #else //HAS_SKIN
-	vec3 n = normalize(normal_matrix * normal);
-  #ifdef HAS_NORMAL_MAP
-	vec3 t = normalize(normal_matrix * tangent.xyz);
-	vec3 b = cross(n,t)*tangent.w;
-
-	vary_mat0 = vec3(t.x, b.x, n.x);
-	vary_mat1 = vec3(t.y, b.y, n.y);
-	vary_mat2 = vec3(t.z, b.z, n.z);
-  #else //HAS_NORMAL_MAP
-	vary_normal = n;
-  #endif //HAS_NORMAL_MAP
+	vec3 n = normal_matrix * normal;
+  	vec3 t = normal_matrix * tangent.xyz;
 #endif //HAS_SKIN
-	
+
+    vary_tangent = normalize(t);
+    vary_sign = tangent.w;
+    vary_normal = normalize(n);
+
 	vertex_color = diffuse_color;
 
 #if (DIFFUSE_ALPHA_MODE == DIFFUSE_ALPHA_MODE_BLEND)
-- 
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