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Diffstat (limited to 'indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl')
-rw-r--r--indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl9
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;