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Commit cc9d0554 authored by David Parks's avatar David Parks
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Merge branch 'DRTVWR-559' of github.com:secondlife/viewer into DRTVWR-559

parents c96a00f1 1ebfc187
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......@@ -71,6 +71,7 @@ flat out float vary_sign;
out vec3 vary_normal;
vec2 texture_transform(vec2 vertex_texcoord, vec4[2] khr_gltf_transform, mat4 sl_animation_transform);
vec3 tangent_space_transform(vec4 vertex_tangent, vec3 vertex_normal, vec4[2] khr_gltf_transform, mat4 sl_animation_transform);
void main()
......@@ -102,9 +103,11 @@ void main()
vec3 t = normal_matrix * tangent.xyz;
#endif //HAS_SKIN
vary_tangent = normalize(t);
n = normalize(n);
vary_tangent = normalize(tangent_space_transform(vec4(t, tangent.w), n, texture_normal_transform, texture_matrix0));
vary_sign = tangent.w;
vary_normal = normalize(n);
vary_normal = n;
vertex_color = diffuse_color;
......
......@@ -61,6 +61,7 @@ flat out float vary_sign;
out vec3 vary_normal;
vec2 texture_transform(vec2 vertex_texcoord, vec4[2] khr_gltf_transform, mat4 sl_animation_transform);
vec3 tangent_space_transform(vec4 vertex_tangent, vec3 vertex_normal, vec4[2] khr_gltf_transform, mat4 sl_animation_transform);
void main()
{
......@@ -91,9 +92,11 @@ void main()
vec3 t = normal_matrix * tangent.xyz;
#endif
vary_tangent = normalize(t);
n = normalize(n);
vary_tangent = normalize(tangent_space_transform(vec4(t, tangent.w), n, texture_normal_transform, texture_matrix0));
vary_sign = tangent.w;
vary_normal = normalize(n);
vary_normal = n;
vertex_color = diffuse_color;
}
......@@ -107,8 +110,6 @@ uniform mat4 modelview_projection_matrix;
uniform mat4 texture_matrix0;
uniform vec4[2] texture_base_color_transform;
uniform vec4[2] texture_normal_transform;
uniform vec4[2] texture_metallic_roughness_transform;
uniform vec4[2] texture_emissive_transform;
in vec3 position;
......
......@@ -76,3 +76,47 @@ vec2 texture_transform(vec2 vertex_texcoord, vec4[2] khr_gltf_transform, mat4 sl
return texcoord;
}
// Take the rotation only from both transforms and apply to the tangent. This
// accounts for the change of the topology of the normal texture when a texture
// rotation is applied to it.
// *HACK: Assume the imported GLTF model did not have both normal texture
// transforms and tangent vertices. The use of this function is inconsistent
// with the GLTF sample viewer when that is the case. See getNormalInfo in
// https://raw.githubusercontent.com/KhronosGroup/glTF-Sample-Viewer/47a191931461a6f2e14de48d6da0f0eb6ec2d147/source/Renderer/shaders/material_info.glsl
// We may want to account for this case during GLTF model import.
// -Cosmic,2023-06-06
vec3 tangent_space_transform(vec4 vertex_tangent, vec3 vertex_normal, vec4[2] khr_gltf_transform, mat4 sl_animation_transform)
{
vec2 weights = vec2(0, 1);
// Apply texture animation first to avoid shearing and other artifacts (rotation only)
mat2 sl_rot_scale;
sl_rot_scale[0][0] = sl_animation_transform[0][0];
sl_rot_scale[0][1] = sl_animation_transform[0][1];
sl_rot_scale[1][0] = sl_animation_transform[1][0];
sl_rot_scale[1][1] = sl_animation_transform[1][1];
weights = sl_rot_scale * weights;
// Remove scale
weights = normalize(weights);
// Convert to left-handed coordinate system
weights.y = -weights.y;
// Apply KHR_texture_transform (rotation only)
float khr_rotation = khr_gltf_transform[0].z;
mat2 khr_rotation_mat = mat2(
cos(khr_rotation),-sin(khr_rotation),
sin(khr_rotation), cos(khr_rotation)
);
weights = khr_rotation_mat * weights;
// Convert back to right-handed coordinate system
weights.y = -weights.y;
// Similar to the MikkTSpace-compatible method of extracting the binormal
// from the normal and tangent, as seen in the fragment shader
vec3 vertex_binormal = vertex_tangent.w * cross(vertex_normal, vertex_tangent.xyz);
return (weights.x * vertex_binormal.xyz) + (weights.y * vertex_tangent.xyz);
}
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