diff options
| -rw-r--r-- | indra/newview/app_settings/shaders/class3/deferred/multiSpotLightF.glsl | 24 | ||||
| -rw-r--r-- | indra/newview/app_settings/shaders/class3/deferred/spotLightF.glsl | 5 | 
2 files changed, 28 insertions, 1 deletions
| diff --git a/indra/newview/app_settings/shaders/class3/deferred/multiSpotLightF.glsl b/indra/newview/app_settings/shaders/class3/deferred/multiSpotLightF.glsl index 09a8dbd4f1..e29e5d69a2 100644 --- a/indra/newview/app_settings/shaders/class3/deferred/multiSpotLightF.glsl +++ b/indra/newview/app_settings/shaders/class3/deferred/multiSpotLightF.glsl @@ -28,7 +28,15 @@  /*[EXTRA_CODE_HERE]*/ -#define DEBUG_PBR_LIGHT_TYPE         0 +#define DEBUG_PBR_LIGHT_TYPE         0 // Ouput gray if PBR multiSpot lights object +#define DEBUG_PBR_SPOT               0 +#define DEBUG_PBR_SPOT_DIFFUSE       0 // PBR diffuse lit +#define DEBUG_PBR_SPOT_SPECULAR      0 // PBR spec lit + +#define DEBUG_SPOT_DIFFUSE           0 +#define DEBUG_SPOT_NL                0 // monochome area effected by light +#define DEBUG_SPOT_SPEC_POS          0 +#define DEBUG_SPOT_REFLECTION        0  #ifdef DEFINE_GL_FRAGCOLOR  out vec4 frag_color; @@ -247,7 +255,21 @@ void main()                      }                  }              } +  #if DEBUG_SPOT_SPEC_POS +            final_color = pos + ref * dot(pdelta, proj_n)/ds; +  #endif +  #if DEBUG_SPOT_REFLECTION +            final_color = ref; +  #endif          } + +#if DEBUG_SPOT_NL +    final_color =vec3(nl); +#endif +#if DEBUG_SPOT_DIFFUSE +    final_color = vec3(nl * dist_atten * noise); +#endif +      }      //not sure why, but this line prevents MATBUG-194 diff --git a/indra/newview/app_settings/shaders/class3/deferred/spotLightF.glsl b/indra/newview/app_settings/shaders/class3/deferred/spotLightF.glsl index 72ae733622..f6ab0ad428 100644 --- a/indra/newview/app_settings/shaders/class3/deferred/spotLightF.glsl +++ b/indra/newview/app_settings/shaders/class3/deferred/spotLightF.glsl @@ -29,6 +29,10 @@  /*[EXTRA_CODE_HERE]*/  #define DEBUG_PBR_LIGHT_TYPE         0 +#define DEBUG_PBR_SPOT               0 +#define DEBUG_PBR_NL                 0 // monochome area effected by light +#define DEBUG_PBR_SPOT_DIFFUSE       0 +#define DEBUG_PBR_SPOT_SPECULAR      0  #ifdef DEFINE_GL_FRAGCOLOR  out vec4 frag_color; @@ -142,6 +146,7 @@ void main()      vec3 diffuse = texture2DRect(diffuseRect, tc).rgb;      vec4 spec    = texture2DRect(specularRect, tc);      vec3 dlit    = vec3(0, 0, 0); +    vec3 slit    = vec3(0, 0, 0);      if (GET_GBUFFER_FLAG(GBUFFER_FLAG_HAS_PBR))      { | 
