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 | 7 |
1 files changed, 5 insertions, 2 deletions
diff --git a/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl index 59076d9760..83fc144434 100644 --- a/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl +++ b/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl @@ -27,6 +27,7 @@ #define PBR_USE_GGX_EMS_HACK 0 #define PBR_USE_IRRADIANCE_HACK 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_TANGENT1 1 // Tangent = 1,0,0 @@ -178,8 +179,7 @@ void main() da = pow(da, light_gamma); vec4 diffuse = texture2DRect(diffuseRect, tc); - vec4 spec = texture2DRect(specularRect, vary_fragcoord.xy); - + vec4 spec = texture2DRect(specularRect, vary_fragcoord.xy); // NOTE: PBR sRGB Emissive #if defined(HAS_SUN_SHADOW) || defined(HAS_SSAO) vec2 scol_ambocc = texture2DRect(lightMap, vary_fragcoord.xy).rg; @@ -478,6 +478,9 @@ void main() #if DEBUG_PBR_SUN_CONTRIB color.rgb = sun_contrib; #endif + #if DEBUG_PBR_LIGHT_TYPE + color.rgb = vec3(0); + #endif frag_color.rgb = color.rgb; // PBR is done in linear } else |