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author | Ptolemy <ptolemy@lindenlab.com> | 2022-07-01 16:07:52 -0700 |
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committer | Ptolemy <ptolemy@lindenlab.com> | 2022-07-01 16:07:52 -0700 |
commit | 56a0a30e03787d3e0545bce0d76772e7fbf70ad2 (patch) | |
tree | d60b4191d06bc9faced217572e2c765b459f83ce /indra | |
parent | c7f5cb7c631c5b6a06fa0da88318608b9c09fc87 (diff) |
SL-17682: PBR: Group IBL Spec and Diffuse debug flags
Diffstat (limited to 'indra')
-rw-r--r-- | indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl | 29 |
1 files changed, 15 insertions, 14 deletions
diff --git a/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl index 89c4eb1b11..a7d2ea0b9b 100644 --- a/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl +++ b/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl @@ -40,18 +40,25 @@ #define DEBUG_PBR_ROUGH_PERCEPTUAL 0 // Output: grayscale Perceptual Roughness map #define DEBUG_PBR_ROUGH_ALPHA 0 // Output: grayscale Alpha Roughness -#define DEBUG_PBR_DIFFUSE 0 // Output: Radiance Lambertian -#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_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_BRDF_SCALE_BIAS 0 // Output: red green BRDF Scale Bias (GGX output) +// 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_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) +#define DEBUG_PBR_BRDF_SCALE_BIAS 0 // Output: red green BRDF Scale Bias (GGX output) +#define DEBUG_PBR_FRESNEL 0 // Output: roughness dependent fresnel +#define DEBUG_PBR_KSPEC 0 // Output: K spec +#define DEBUG_PBR_REFLECTION_DIR 0 // Output: reflection dir +#define DEBUG_PBR_SPEC_REFLECTION 0 // Output: environment reflection +#define DEBUG_PBR_FSS_ESS_GGX 0 // Output: FssEssGGX +#define DEBUG_PBR_SPEC 0 // Output: Final spec -// Diffuse +// IBL Diffuse #define DEBUG_PBR_DIFFUSE_C 0 // Output: diffuse non metal mix #define DEBUG_PBR_IRRADIANCE 0 // Output: Diffuse Irradiance #define DEBUG_PBR_FSS_ESS_LAMBERT 0 // Output: FssEssLambert @@ -60,19 +67,13 @@ #define DEBUG_PBR_FMS_EMS 0 // Output: FmsEms #define DEBUG_PBR_DIFFUSE_K 0 // Output: diffuse FssEssLambert + FmsEms #define DEBUG_PBR_DIFFUSE_PRE_AO 0 // Output: diffuse pre AO +#define DEBUG_PBR_DIFFUSE 0 // Output: diffuse post AO -#define DEBUG_PBR_FE_GGX 0 // Output: FssEssGGX -#define DEBUG_PBR_FRESNEL 0 // Output: roughness dependent fresnel #define DEBUG_PBR_IOR 0 // Output: grayscale IOR -#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_REFLECTANCE 0 // Output: diffuse reflectance -- NOT USED -#define DEBUG_PBR_REFLECTION 0 // Output: reflection dir -#define DEBUG_PBR_SPEC 0 // Output: Final spec -#define DEBUG_PBR_SPEC_REFLECTION 0 // Output: environment reflection #define DEBUG_PBR_SPEC_WEIGHT 0 // Output: specWeight -#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 @@ -383,7 +384,7 @@ void main() #if DEBUG_PBR_FMS_EMS color.rgb = FmsEms; #endif - #if DEBUG_PBR_FE_GGX + #if DEBUG_PBR_FSS_ESS_GGX color.rgb = FssEssGGX; // spec #endif #if DEBUG_PBR_FSS_ESS_LAMBERT @@ -410,7 +411,7 @@ void main() #if DEBUG_PBR_REFLECTANCE color.rgb = vec3(reflectance); #endif - #if DEBUG_PBR_REFLECTION + #if DEBUG_PBR_REFLECTION_DIR color.rgb = reflect(-v, n); // NOTE: equivalent to normalize(reflect(pos.xyz, norm.xyz)); #endif #if DEBUG_PBR_SPEC |