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-rw-r--r--indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl14
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;
}