diff options
author | Graham Linden <graham@lindenlab.com> | 2019-05-23 09:58:33 -0700 |
---|---|---|
committer | Graham Linden <graham@lindenlab.com> | 2019-05-23 09:58:33 -0700 |
commit | d0a0eede63fdbd4ba597b86cbfbeb5b394ed2395 (patch) | |
tree | b84761e659eb528695b781cd973192c4b43634f1 /indra/newview/app_settings/shaders/class2 | |
parent | 360b3230bbfbda7988eee84a8ed04fa1696ca70a (diff) |
Add render debug controls for forcing disable of ambient, sun, and local light contributions
(engages AMBIENT_KILL, SUNLIGHT_KILL, and LOCAL_LIGHT_KILL defines in shaders to accomplish
those tasks as required by each render mode).
Diffstat (limited to 'indra/newview/app_settings/shaders/class2')
4 files changed, 26 insertions, 13 deletions
diff --git a/indra/newview/app_settings/shaders/class2/deferred/multiSpotLightF.glsl b/indra/newview/app_settings/shaders/class2/deferred/multiSpotLightF.glsl index bc879948e4..bcce4c041a 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/multiSpotLightF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/multiSpotLightF.glsl @@ -129,6 +129,12 @@ vec4 getPosition(vec2 pos_screen); void main() { + + vec3 col = vec3(0,0,0); + +#if defined(LOCAL_LIGHT_KILL) + discard; +#else vec4 frag = vary_fragcoord; frag.xyz /= frag.w; frag.xyz = frag.xyz*0.5+0.5; @@ -183,8 +189,6 @@ void main() lv = proj_origin-pos.xyz; lv = normalize(lv); float da = dot(norm, lv); - - vec3 col = vec3(0,0,0); vec3 diff_tex = texture2DRect(diffuseRect, frag.xy).rgb; @@ -284,10 +288,11 @@ void main() } } } +#endif //not sure why, but this line prevents MATBUG-194 col = max(col, vec3(0.0)); -//col.rgb = vec3(0); + frag_color.rgb = col; frag_color.a = 0.0; } diff --git a/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl index 94abcf08ed..7f83e168bb 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl @@ -121,12 +121,16 @@ void main() vec3 sun_contrib = min(scol, final_da) * sunlit; +#if !defined(AMBIENT_KILL) color.rgb = amblit; color.rgb *= ambient; +#endif vec3 post_ambient = color.rgb; +#if !defined(SUNLIGHT_KILL) color.rgb += sun_contrib; +#endif vec3 post_sunlight = color.rgb; diff --git a/indra/newview/app_settings/shaders/class2/deferred/spotLightF.glsl b/indra/newview/app_settings/shaders/class2/deferred/spotLightF.glsl index 43f283bede..77f6e6f7ac 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/spotLightF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/spotLightF.glsl @@ -130,6 +130,11 @@ vec4 getPosition(vec2 pos_screen); void main() { + vec3 col = vec3(0,0,0); + +#if defined(LOCAL_LIGHT_KILL) + discard; +#else vec4 frag = vary_fragcoord; frag.xyz /= frag.w; frag.xyz = frag.xyz*0.5+0.5; @@ -184,12 +189,8 @@ void main() lv = normalize(lv); float da = dot(norm, lv); - vec3 col = vec3(0,0,0); - vec3 diff_tex = texture2DRect(diffuseRect, frag.xy).rgb; - vec4 spec = texture2DRect(specularRect, frag.xy); - vec3 dlit = vec3(0, 0, 0); float noise = texture2D(noiseMap, frag.xy/128.0).b; @@ -227,7 +228,6 @@ void main() col += amb_da*color.rgb*diff_tex.rgb*amb_plcol.rgb*amb_plcol.a; } - if (spec.a > 0.0) { @@ -253,10 +253,6 @@ void main() col += speccol; } } - - - - if (envIntensity > 0.0) { @@ -286,10 +282,11 @@ void main() } } } +#endif //not sure why, but this line prevents MATBUG-194 col = max(col, vec3(0.0)); -//col.rgb = vec3(0); + frag_color.rgb = col; frag_color.a = 0.0; } diff --git a/indra/newview/app_settings/shaders/class2/lighting/sumLightsV.glsl b/indra/newview/app_settings/shaders/class2/lighting/sumLightsV.glsl index 57f93a8b36..8795d69a3a 100644 --- a/indra/newview/app_settings/shaders/class2/lighting/sumLightsV.glsl +++ b/indra/newview/app_settings/shaders/class2/lighting/sumLightsV.glsl @@ -44,9 +44,16 @@ vec4 sumLights(vec3 pos, vec3 norm, vec4 color) col.rgb += light_diffuse[3].rgb*calcPointLightOrSpotLight(pos.xyz, norm, light_position[3], light_direction[3], light_attenuation[3].x, light_attenuation[3].z); col.rgb = scaleDownLight(col.rgb); +#if defined(LOCAL_LIGHT_KILL) + col.rgb = vec3(0); +i#endif + // Add windlight lights col.rgb += atmosAffectDirectionalLight(calcDirectionalLight(norm, light_position[0].xyz)); +#if !defined(SUNLIGHT_KILL) col.rgb = min(col.rgb*color.rgb, 1.0); +#endif + return col; } |