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-rw-r--r--indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl31
1 files changed, 28 insertions, 3 deletions
diff --git a/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl
index 44884e780f..3c12e55d6a 100644
--- a/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl
+++ b/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl
@@ -48,12 +48,20 @@
#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)
+
+// Diffuse
+#define DEBUG_PBR_DIFFUSE_C 0 // Output: diffuse non metal mix
+#define DEBUG_PBR_IRRADIANCE 0 // Output: Diffuse Irradiance
+#define DEBUG_PBR_FE_LAMBERT 0 // Output: FssEssLambert
+#define DEBUG_PBR_EMS 0 // Output: Ems
+#define DEBUG_PBR_AVG 0 // Output: Avg
+#define DEBUG_PBR_EMS_FMS 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_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_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
@@ -285,7 +293,9 @@ void main()
vec3 FmsEms = AvgEms * FssEssLambert / (1.0 - AvgEms);
vec3 kDiffuse = c_diff * (1.0 - FssEssLambert + FmsEms);
colorDiffuse += (FmsEms + kDiffuse) * irradiance;
-
+ #if DEBUG_PBR_DIFFUSE_PRE_AO
+ vec3 debug_diffuse = colorDiffuse;
+ #endif
colorDiffuse *= packedORM.r; // Occlusion -- NOTE: pbropaque will need occlusion_strength pre-multiplied into spec.r
color.rgb = colorDiffuse + colorEmissive + colorSpec;
@@ -331,6 +341,9 @@ void main()
color.rgb = vec3(dotBV);
#endif
+ #if DEBUG_PBR_AVG
+ color.rgb = avg;
+ #endif
#if DEBUG_PBR_BRDF_UV
color.rgb = vec3(brdfPoint,0.0);
#endif
@@ -346,6 +359,18 @@ void main()
#if DEBUG_PBR_DIFFUSE_MAP
color.rgb = diffuse.rgb;
#endif
+ #if DEBUG_PBR_DIFFUSE_PRE_AO
+ color.rgb = debug_diffuse;
+ #endif
+ #if DEBUG_PBR_EMS
+ color.rgb = vec3(Ems);
+ #endif
+ #if DEBUG_PBR_EMS_AVG
+ color.rgb = AvgEms;
+ #endif
+ #if DEBUG_PBR_EMS_FMS
+ color.rgb = FmsEms;
+ #endif
#if DEBUG_PBR_FE_GGX
color.rgb = FssEssGGX; // spec
#endif