diff options
Diffstat (limited to 'indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl')
-rw-r--r-- | indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl | 9 |
1 files changed, 4 insertions, 5 deletions
diff --git a/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl index 998ebf8836..8a04a8a6a6 100644 --- a/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl +++ b/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl @@ -28,8 +28,8 @@ #define PBR_USE_SUN 1 #define DEBUG_PBR_LIGHT_TYPE 0 // Output no global light to make it easier to see pointLight and spotLight -#define DEBUG_PBR_PACKORM0 0 // Rough=0, Metal=0 -#define DEBUG_PBR_PACKORM1 0 // Rough=1, Metal=1 +#define DEBUG_PBR_PACK_ORM0 0 // Rough=0, Metal=0 +#define DEBUG_PBR_PACK_ORM1 0 // Rough=1, Metal=1 #define DEBUG_PBR_TANGENT1 1 // Tangent = 1,0,0 #define DEBUG_PBR_VERT2CAM1 0 // vertex2camera = 0,0,1 #define DEBUG_PBR_SPECLIGHT051 0 // Force specLigh to be 0,0.5,1 @@ -72,6 +72,7 @@ #define DEBUG_PBR_IRRADIANCE 0 // Output: Diffuse Irradiance, NOTE: SSAO is factored in #define DEBUG_PBR_FSS_ESS_LAMBERT 0 // Output: FssEssLambert #define DEBUG_PBR_EMS 0 // Output: Ems = (1 - BRDF Scale + BRDF Bias) +#define DEBUG_PBR_EMS_AVG 0 // Output: Avg Ems #define DEBUG_PBR_AVG 0 // Output: Avg #define DEBUG_PBR_FMS_EMS 0 // Output: FmsEms #define DEBUG_PBR_DIFFUSE_K 0 // Output: diffuse FssEssLambert + FmsEms @@ -110,6 +111,7 @@ #define DEBUG_PBR_SUN_SPEC_FV 0 // F() * V() #define DEBUG_PBR_SUN_SPEC_DFV 0 // D() * F() * V() #define DEBUG_PBR_SUN_SPEC_NL_DFV 0 // nl * D() * F() * V() +#define DEBUG_PBR_SUN_FINAL 0 // LAMBERT_NL + BRDF() #define DEBUG_PBR_IOR 0 // Output: grayscale IOR #define DEBUG_PBR_REFLECT0_BASE 0 // Output: black reflect0 default from ior @@ -327,9 +329,6 @@ void main() specLight = vec3(0,0.5,1.0); irradiance = specLight; #endif -#if HAS_IBL - kSpec = mix( kSpec, iridescenceFresnel, iridescenceFactor); -#endif vec3 FssEssGGX = kSpec*vScaleBias.x + vScaleBias.y; #if DEBUG_PBR_SPEC_IBL vec3 debug_color_spec = specWeight * specLight * FssEssGGX; |