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author | Ptolemy <ptolemy@lindenlab.com> | 2022-07-05 20:06:37 -0700 |
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committer | Ptolemy <ptolemy@lindenlab.com> | 2022-07-05 20:06:37 -0700 |
commit | f49579ad25128b643f62115d9df249788d77d435 (patch) | |
tree | 135c7c1d67cdb338419dd42390c978c70217f170 /indra/newview/app_settings/shaders/class3 | |
parent | 7537b3d5456f989859142d1d3340dae65d407cef (diff) |
SL-17682: PBR: Cleanup debug flags to view raw normal map as-is
Diffstat (limited to 'indra/newview/app_settings/shaders/class3')
-rw-r--r-- | indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl | 6 |
1 files changed, 5 insertions, 1 deletions
diff --git a/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl index 139a1c274e..fbcc69586a 100644 --- a/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl +++ b/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl @@ -35,6 +35,7 @@ #define DEBUG_PBR_DIFFUSE_MAP 0 // Output: use diffuse in G-Buffer #define DEBUG_PBR_EMISSIVE 0 // Output: Emissive #define DEBUG_PBR_METAL 0 // Output: grayscale Metal map +#define DEBUG_PBR_NORMAL_MAP 0 // Output: Normal -- also need to set DEBUG_NORMAL_MAP in pbropaqueF #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 Roughness map @@ -46,7 +47,7 @@ #define DEBUG_PBR_DOT_TV 0 // Output: grayscale dot(Tangent ,Vertex2Camera) // IBL Spec -#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_NORMAL 0 // Output: passed in normal #define DEBUG_PBR_V2C_RAW 0 // Output: vertex2camera #define DEBUG_PBR_DOT_NV 0 // Output: grayscale dot(Normal ,Vertex2Camera) #define DEBUG_PBR_BRDF_UV 0 // Output: red green BRDF UV (GGX input) @@ -324,6 +325,9 @@ void main() color.rgb = vec3(metal); color.rgb = linear_to_srgb(color.rgb); #endif + #if DEBUG_PBR_NORMAL_MAP + color.rgb = diffuse.rgb; + #endif #if DEBUG_PBR_OCCLUSION color.rgb = vec3(packedORM.r); color.rgb = linear_to_srgb(color.rgb); |