diff options
-rw-r--r-- | indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl | 14 |
1 files changed, 10 insertions, 4 deletions
diff --git a/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl index f284afbad0..ed478fad1c 100644 --- a/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl +++ b/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl @@ -79,6 +79,7 @@ #define DEBUG_PBR_DIFFUSE 0 // Output: diffuse post AO // Atmospheric Lighting +#define DEBUG_PBR_AMBENV 0 // Output: ambient environment #define DEBUG_PBR_AMBOCC 0 // Output: ambient occlusion #define DEBUG_PBR_DA_RAW 0 // Output: da pre pow() #define DEBUG_PBR_DA_POW 0 // Output: da post pow() @@ -476,9 +477,6 @@ void main() color.rgb = v*0.5 + vec3(0.5); #endif - #if DEBUG_PBR_AMBOCC - color.rgb = vec3(ambocc); - #endif #if DEBUG_PBR_DA_RAW color.rgb = vec3(debug_da); #endif @@ -558,12 +556,20 @@ else color = fogged.rgb; bloom = fogged.a; #endif + #if DEBUG_PBR_LIGHT_TYPE + color.rgb = vec3(0); + #endif // convert to linear as fullscreen lights need to sum in linear colorspace // and will be gamma (re)corrected downstream... - //color = vec3(ambocc); //color = ambenv; //color.b = diffuse.a; frag_color.rgb = srgb_to_linear(color.rgb); } +#if DEBUG_PBR_AMBOCC + frag_color.rgb = vec3(ambocc); +#endif +#if DEBUG_PBR_AMBENV + frag_color.rgb = ambenv; +#endif frag_color.a = bloom; } |