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-rw-r--r--indra/newview/app_settings/shaders/class2/deferred/pbralphaF.glsl14
1 files changed, 14 insertions, 0 deletions
diff --git a/indra/newview/app_settings/shaders/class2/deferred/pbralphaF.glsl b/indra/newview/app_settings/shaders/class2/deferred/pbralphaF.glsl
index 35ccc65a8e..47d6c5e195 100644
--- a/indra/newview/app_settings/shaders/class2/deferred/pbralphaF.glsl
+++ b/indra/newview/app_settings/shaders/class2/deferred/pbralphaF.glsl
@@ -57,6 +57,9 @@ in vec2 basecolor_texcoord;
in vec2 normal_texcoord;
in vec2 metallic_roughness_texcoord;
in vec2 emissive_texcoord;
+#if DEBUG_TEXCOORD
+in vec2 original_texcoord;
+#endif
in vec4 vertex_color;
@@ -173,6 +176,10 @@ void main()
#endif
vec3 col = vertex_color.rgb * basecolor.rgb;
+#if DEBUG_TEXCOORD
+ vec3 texcoord_color = vec3(mod(original_texcoord, 1.0), 0);
+ col = texcoord_color;
+#endif
vec3 vNt = texture(bumpMap, normal_texcoord.xy).xyz*2.0-1.0;
float sign = vary_sign;
@@ -265,6 +272,9 @@ in vec3 vary_position;
in vec2 basecolor_texcoord;
in vec2 emissive_texcoord;
+#if DEBUG_TEXCOORD
+in vec2 original_texcoord;
+#endif
in vec4 vertex_color;
@@ -292,6 +302,10 @@ void main()
#endif
color = vertex_color.rgb * basecolor.rgb;
+#if DEBUG_TEXCOORD
+ vec3 texcoord_color = vec3(mod(original_texcoord, 1.0), 0);
+ color = texcoord_color;
+#endif
// emissiveColor is the emissive color factor from GLTF and is already in linear space
vec3 colorEmissive = emissiveColor;