diff options
| author | Ptolemy <ptolemy@lindenlab.com> | 2022-08-23 02:19:29 -0700 | 
|---|---|---|
| committer | Ptolemy <ptolemy@lindenlab.com> | 2022-08-23 02:19:29 -0700 | 
| commit | f8974f4d783521846a985dd3d08067bd8e7f66a2 (patch) | |
| tree | 4dfc7584f3a694e8698e285e601d65666e7629e3 | |
| parent | d79af5b6de84ab37be30b070a96e016b5fd9be34 (diff) | |
SL-17703: Add debug output for ambocc and ambenv
| -rw-r--r-- | indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl | 14 | 
1 files changed, 10 insertions, 4 deletions
diff --git a/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl index f284afbad0..ed478fad1c 100644 --- a/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl +++ b/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl @@ -79,6 +79,7 @@  #define DEBUG_PBR_DIFFUSE          0 // Output: diffuse post AO  // Atmospheric Lighting +#define DEBUG_PBR_AMBENV           0 // Output: ambient environment  #define DEBUG_PBR_AMBOCC           0 // Output: ambient occlusion  #define DEBUG_PBR_DA_RAW           0 // Output: da pre pow()  #define DEBUG_PBR_DA_POW           0 // Output: da post pow() @@ -476,9 +477,6 @@ void main()          color.rgb = v*0.5 + vec3(0.5);      #endif -    #if DEBUG_PBR_AMBOCC -        color.rgb = vec3(ambocc); -    #endif      #if DEBUG_PBR_DA_RAW          color.rgb = vec3(debug_da);      #endif @@ -558,12 +556,20 @@ else      color       = fogged.rgb;      bloom       = fogged.a;  #endif +    #if DEBUG_PBR_LIGHT_TYPE +        color.rgb = vec3(0); +    #endif      // convert to linear as fullscreen lights need to sum in linear colorspace      // and will be gamma (re)corrected downstream... -    //color = vec3(ambocc);      //color = ambenv;      //color.b = diffuse.a;      frag_color.rgb = srgb_to_linear(color.rgb);  } +#if DEBUG_PBR_AMBOCC +    frag_color.rgb = vec3(ambocc); +#endif +#if DEBUG_PBR_AMBENV +    frag_color.rgb = ambenv; +#endif      frag_color.a = bloom;  }  | 
