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authorPtolemy <ptolemy@lindenlab.com>2022-06-28 15:59:44 -0700
committerPtolemy <ptolemy@lindenlab.com>2022-06-28 15:59:51 -0700
commitd42d0d9bc0c38e1669e2caa75a7da848f974c8e2 (patch)
treeb637ce9ce6641646e9cb24b10346bc98507b7706 /indra/newview/app_settings/shaders
parent93dfd8173047bcbcce142fc196e64acbfd115c82 (diff)
SL-17274: PBR: Cleanup: Put primary channels Diffuse,Emissive,Metal,Occlusion,Roughness first
Diffstat (limited to 'indra/newview/app_settings/shaders')
-rw-r--r--indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl61
1 files changed, 29 insertions, 32 deletions
diff --git a/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl
index e50d3604c7..54ccb9eeae 100644
--- a/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl
+++ b/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl
@@ -28,27 +28,26 @@
#define DEBUG_PBR_TANGENT1 1 // Tangent = 1,0,0
#define DEBUG_PBR_VERT2CAM1 0 // vertex2camera = 0,0,1
-#define DEBUG_PBR_RAW_DIFF 0 // Output: use diffuse in G-Buffer
-#define DEBUG_PBR_RAW_SPEC 0 // Output: use spec in G-Buffer
-#define DEBUG_PBR_IRRADIANCE 0 // Output: Diffuse Irradiance
#define DEBUG_PBR_DIFFUSE 0 // Output: Radiance Lambertian
#define DEBUG_PBR_EMISSIVE 0 // Output: Emissive
-#define DEBUG_PBR_ORM 0 // Output: Packed Occlusion Roughness Metal
-#define DEBUG_PBR_OCCLUSION 0 // Output: Occlusion map
-#define DEBUG_PBR_ROUGH_PERCEPTUAL 0 // Output: grayscale Perceptual Roughenss
+#define DEBUG_PBR_METAL 0 // Output: grayscale Metal map
+#define DEBUG_PBR_OCCLUSION 0 // Output: grayscale Occlusion map
+#define DEBUG_PBR_ROUGH_PERCEPTUAL 0 // Output: grayscale Perceptual Roughenss map
#define DEBUG_PBR_ROUGH_ALPHA 0 // Output: grayscale Alpha Roughness
-#define DEBUG_PBR_METAL 0 // Output: grayscale metal
-#define DEBUG_PBR_REFLECTANCE 0 // Output: diffuse reflectance
+
+#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: reflection
+#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_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_BRDF 0 // Output: Environment BRDF
#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)
@@ -284,6 +283,25 @@ void main()
color.rgb = colorDiffuse + colorEmissive + colorSpec;
+ #if DEBUG_PBR_DIFFUSE
+ color.rgb = colorDiffuse;
+ #endif
+ #if DEBUG_PBR_EMISSIVE
+ color.rgb = colorEmissive;
+ #endif
+ #if DEBUG_PBR_METAL
+ color.rgb = vec3(metal);
+ #endif
+ #if DEBUG_PBR_OCCLUSION
+ color.rgb = vec3(ao);
+ #endif
+ #if DEBUG_PBR_ROUGH_PERCEPTUAL
+ color.rgb = vec3(perceptualRough);
+ #endif
+ #if DEBUG_PBR_ROUGH_ALPHA
+ color.rgb = vec3(alphaRough);
+ #endif
+
#if DEBUG_PBR_BRDF_UV
color.rgb = vec3(brdfPoint,0.0);
#endif
@@ -299,12 +317,9 @@ void main()
#if DEBUG_PBR_KSPEC
color.rgb = kSpec;
#endif
- #if DEBUG_PBR_RAW_DIFF
+ #if DEBUG_PBR_DIFFUSE_MAP
color.rgb = diffuse.rgb;
#endif
- #if DEBUG_PBR_RAW_SPEC
- color.rgb = spec.rgb;
- #endif
#if DEBUG_PBR_REFLECT0_BASE
color.rgb = vec3(debug_reflect0);
#endif
@@ -317,33 +332,15 @@ void main()
#if DEBUG_PBR_IRRADIANCE
color.rgb = irradiance;
#endif
- #if DEBUG_PBR_DIFFUSE
- color.rgb = colorDiffuse;
- #endif
#if DEBUG_PBR_DIFFUSE_K
color.rgb = kDiffuse;
#endif
- #if DEBUG_PBR_EMISSIVE
- color.rgb = colorEmissive;
- #endif
- #if DEBUG_PBR_METAL
- color.rgb = vec3(metal);
- #endif
- #if DEBUG_PBR_ROUGH_PERCEPTUAL
- color.rgb = vec3(perceptualRough);
- #endif
- #if DEBUG_PBR_ROUGH_ALPHA
- color.rgb = vec3(alphaRough);
- #endif
#if DEBUG_PBR_SPEC
color.rgb = colorSpec;
#endif
#if DEBUG_PBR_SPEC_REFLECTION
color.rgb = specLight;
#endif
- #if DEBUG_PBR_OCCLUSION
- color.rgb = vec3(packedORM.r);
- #endif
#if DEBUG_PBR_ORM
color.rgb = packedORM;
#endif