diff options
author | Ptolemy <ptolemy@lindenlab.com> | 2022-06-28 16:07:24 -0700 |
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committer | Ptolemy <ptolemy@lindenlab.com> | 2022-06-28 16:07:24 -0700 |
commit | 4257bf7bc882dd59400abff6740aa3649b5e4392 (patch) | |
tree | 32f8fb19143ac21d84ad2bfc71362e1a76b2ecf7 | |
parent | d42d0d9bc0c38e1669e2caa75a7da848f974c8e2 (diff) |
SL-17274 PBR: Cleanup: Alphabetize and categorize debugging flags
-rw-r--r-- | indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl | 109 |
1 files changed, 55 insertions, 54 deletions
diff --git a/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl index 54ccb9eeae..6f7f4976f3 100644 --- a/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl +++ b/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl @@ -32,34 +32,34 @@ #define DEBUG_PBR_EMISSIVE 0 // Output: Emissive #define DEBUG_PBR_METAL 0 // Output: grayscale Metal map #define DEBUG_PBR_OCCLUSION 0 // Output: grayscale Occlusion map +#define DEBUG_PBR_ORM 0 // Output: Packed Occlusion Roughness Metal #define DEBUG_PBR_ROUGH_PERCEPTUAL 0 // Output: grayscale Perceptual Roughenss map #define DEBUG_PBR_ROUGH_ALPHA 0 // Output: grayscale Alpha Roughness -#define DEBUG_PBR_DIFFUSE_MAP 0 // Output: use diffuse in G-Buffer -#define DEBUG_PBR_IRRADIANCE 0 // Output: Diffuse Irradiance -#define DEBUG_PBR_ORM 0 // Output: Packed Occlusion Roughness Metal -#define DEBUG_PBR_REFLECTANCE 0 // Output: diffuse reflectance -- NOT USED -#define DEBUG_PBR_BRDF_UV 0 // Output: red green BRDF UV (GGX input) -#define DEBUG_PBR_BRDF_SCALE_BIAS 0 // Output: red green BRDF Scale Bias (GGX output) -#define DEBUG_PBR_SPEC 0 // Output: Final spec -#define DEBUG_PBR_SPEC_REFLECTION 0 // Output: environment reflection -#define DEBUG_PBR_NORMAL 0 // Output: passed in normal. To see raw normal map: set DEBUG_PBR_RAW_DIFF 1, and in pbropaqueF set DEBUG_NORMAL_RAW +#define DEBUG_PBR_NORMAL 0 // Output: passed in normal. To see raw normal map: set DEBUG_PBR_DIFFUSE_MAP 1, and in pbropaqueF set DEBUG_NORMAL_RAW #define DEBUG_PBR_TANGENT 0 // Output: Tangent -#define DEBUG_PBR_BITANGET 0 // Output: Bitangnet -#define DEBUG_PBR_V2C_RAW 0 // Output: vertex2camera -#define DEBUG_PBR_V2C_REMAP 0 // Output: vertex2camera (remap [-1,1] -> [0,1]) +#define DEBUG_PBR_BITANGENT 0 // Output: Bitangent +#define DEBUG_PBR_DOT_BV 0 // Output: graysacle dot(Bitangent,Vertex2Camera) #define DEBUG_PBR_DOT_NV 0 // Output: grayscale dot(Normal ,Vertex2Camera) #define DEBUG_PBR_DOT_TV 0 // Output: grayscale dot(Tangent ,Vertex2Camera) -#define DEBUG_PBR_DOT_BV 0 // Output: graysacle dot(Bitangent,Vertex2Camera) + +#define DEBUG_PBR_BRDF_SCALE_BIAS 0 // Output: red green BRDF Scale Bias (GGX output) +#define DEBUG_PBR_BRDF_UV 0 // Output: red green BRDF UV (GGX input) +#define DEBUG_PBR_DIFFUSE_K 0 // Output: diffuse FssEssLambert + FmsEms +#define DEBUG_PBR_DIFFUSE_MAP 0 // Output: use diffuse in G-Buffer +#define DEBUG_PBR_FE_GGX 0 // Output: FssEssGGX +#define DEBUG_PBR_FE_LAMBERT 0 // Output: FssEssLambert #define DEBUG_PBR_FRESNEL 0 // Output: roughness dependent fresnel -#define DEBUG_PBR_KSPEC 0 // Output: K spec #define DEBUG_PBR_IOR 0 // Output: grayscale IOR +#define DEBUG_PBR_IRRADIANCE 0 // Output: Diffuse Irradiance +#define DEBUG_PBR_KSPEC 0 // Output: K spec #define DEBUG_PBR_REFLECT0_BASE 0 // Output: black reflect0 default from ior #define DEBUG_PBR_REFLECT0_MIX 0 // Output: diffuse reflect0 calculated from ior -#define DEBUG_PBR_FE_GGX 0 // Output: FssEssGGX -#define DEBUG_PBR_FE_LAMBERT 0 // Output: FssEssLambert -#define DEBUG_PBR_DIFFUSE_K 0 // Output: diffuse FssEssLambert + FmsEms - +#define DEBUG_PBR_REFLECTANCE 0 // Output: diffuse reflectance -- NOT USED +#define DEBUG_PBR_SPEC 0 // Output: Final spec +#define DEBUG_PBR_SPEC_REFLECTION 0 // Output: environment reflection +#define DEBUG_PBR_V2C_RAW 0 // Output: vertex2camera +#define DEBUG_PBR_V2C_REMAP 0 // Output: vertex2camera (remap [-1,1] -> [0,1]) #extension GL_ARB_texture_rectangle : enable #extension GL_ARB_shader_texture_lod : enable @@ -295,6 +295,9 @@ void main() #if DEBUG_PBR_OCCLUSION color.rgb = vec3(ao); #endif + #if DEBUG_PBR_ORM + color.rgb = packedORM; + #endif #if DEBUG_PBR_ROUGH_PERCEPTUAL color.rgb = vec3(perceptualRough); #endif @@ -302,24 +305,55 @@ void main() color.rgb = vec3(alphaRough); #endif + #if DEBUG_PBR_NORMAL + color.rgb = norm.xyz; + #endif + #if DEBUG_PBR_TANGENT + color.rgb = t; + #endif + #if DEBUG_PBR_BITANGENT + color.rgb = b; + #endif + #if DEBUG_PBR_DOT_NV + color.rgb = vec3(dotNV); + #endif + #if DEBUG_PBR_DOT_TV + color.rgb = vec3(dotTV); + #endif + #if DEBUG_PBR_DOT_BV + color.rgb = vec3(dotBV); + #endif + #if DEBUG_PBR_BRDF_UV color.rgb = vec3(brdfPoint,0.0); #endif #if DEBUG_PBR_BRDF_SCALE_BIAS color.rgb = vec3(vScaleBias,0.0); #endif + #if DEBUG_PBR_DIFFUSE_K + color.rgb = kDiffuse; + #endif + #if DEBUG_PBR_DIFFUSE_MAP + color.rgb = diffuse.rgb; + #endif + #if DEBUG_PBR_FE_GGX + color.rgb = FssEssGGX; // spec + #endif + #if DEBUG_PBR_FE_LAMBERT + color.rgb = FssEssLambert; // diffuse + #endif #if DEBUG_PBR_FRESNEL color.rgb = fresnelR; #endif #if DEBUG_PBR_IOR color.rgb = vec3(IOR); #endif + #if DEBUG_PBR_IRRADIANCE + color.rgb = irradiance; + #endif #if DEBUG_PBR_KSPEC color.rgb = kSpec; #endif - #if DEBUG_PBR_DIFFUSE_MAP - color.rgb = diffuse.rgb; - #endif #if DEBUG_PBR_REFLECT0_BASE color.rgb = vec3(debug_reflect0); #endif @@ -329,51 +363,18 @@ void main() #if DEBUG_PBR_REFLECTANCE color.rgb = vec3(reflectance); #endif - #if DEBUG_PBR_IRRADIANCE - color.rgb = irradiance; - #endif - #if DEBUG_PBR_DIFFUSE_K - color.rgb = kDiffuse; - #endif #if DEBUG_PBR_SPEC color.rgb = colorSpec; #endif #if DEBUG_PBR_SPEC_REFLECTION color.rgb = specLight; #endif - #if DEBUG_PBR_ORM - color.rgb = packedORM; - #endif - #if DEBUG_PBR_NORMAL - color.rgb = norm.xyz; - #endif - #if DEBUG_PBR_TANGENT - color.rgb = t; - #endif - #if DEBUG_PBR_BITANGENT - color.rgb = b; - #endif #if DEBUG_PBR_V2C_RAW color.rgb = v; #endif #if DEBUG_PBR_V2C_REMAP color.rgb = v*0.5 + vec3(0.5); #endif - #if DEBUG_PBR_DOT_NV - color.rgb = vec3(dotNV); - #endif - #if DEBUG_PBR_DOT_TV - color.rgb = vec3(dotTV); - #endif - #if DEBUG_PBR_DOT_BV - color.rgb = vec3(dotBV); - #endif - #if DEBUG_PBR_FE_GGX - color.rgb = FssEssGGX; // spec - #endif - #if DEBUG_PBR_FE_LAMBERT - color.rgb = FssEssLambert; // diffuse - #endif } else { |