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authorPtolemy <ptolemy@lindenlab.com>2022-06-28 16:07:24 -0700
committerPtolemy <ptolemy@lindenlab.com>2022-06-28 16:07:24 -0700
commit4257bf7bc882dd59400abff6740aa3649b5e4392 (patch)
tree32f8fb19143ac21d84ad2bfc71362e1a76b2ecf7 /indra
parentd42d0d9bc0c38e1669e2caa75a7da848f974c8e2 (diff)
SL-17274 PBR: Cleanup: Alphabetize and categorize debugging flags
Diffstat (limited to 'indra')
-rw-r--r--indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl109
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
{