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-rw-r--r--indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl28
1 files changed, 22 insertions, 6 deletions
diff --git a/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl
index 243f1c4498..0ca7391e32 100644
--- a/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl
+++ b/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl
@@ -26,6 +26,7 @@
#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
+#define DEBUG_PBR_VERT2CAM1 0 // vertex2camera = 0,0,1
#define DEBUG_PBR_RAW_DIFF 0 // Output: use diffuse in G-Buffer
#define DEBUG_PBR_RAW_SPEC 0 // Output: use spec in G-Buffer
@@ -41,7 +42,10 @@
#define DEBUG_PBR_SPEC 0 // Output: Final spec
#define DEBUG_PBR_SPEC_REFLECTION 0 // Output: reflection
#define DEBUG_PBR_NORMAL 0 // Output: passed in normal. To see raw normal map: set DEBUG_PBR_RAW_DIFF 1, and in pbropaqueF set DEBUG_NORMAL_RAW
-#define DEBUG_PBR_VIEW 0 // Output: view_dir
+#define DEBUG_PBR_TANGENT 0 // Output: Tangent
+#define DEBUG_PBR_BITANGET 0 // Output: Bitangnet
+#define DEBUG_PBR_V2C_RAW 0 // Output: vertex2camera
+#define DEBUG_PBR_V2C_REMAP 0 // Output: vertex2camera (remap [-1,1] -> [0,1])
#define DEBUG_PBR_BRDF 0 // Output: Environment BRDF
#define DEBUG_PBR_DOT_NV 0 // Output: grayscale dot(Normal,ViewDir)
#define DEBUG_PBR_DOT_TV 0 // Output:
@@ -209,7 +213,10 @@ void main()
float metal = packedORM.b;
vec3 reflect90 = vec3(0);
- vec3 v = view_dir;
+ vec3 v = -normalize(pos.xyz);
+#if DEBUG_PBR_VERT2CAM1
+ v = vec3(0,0,1);
+#endif
vec3 n = norm.xyz;
// vec3 t = texture2DRect(tangentMap, tc).rgb;
#if DEBUG_PBR_TANGENT1
@@ -219,8 +226,8 @@ void main()
vec3 reflectVN = normalize(reflect(-v,n));
float dotNV = clamp(dot(n,v),0,1);
- float dotTV = clamp(dot(n,t),0,1);
- float dotBV = clamp(dot(n,b),0,1);
+ float dotTV = clamp(dot(t,v),0,1);
+ float dotBV = clamp(dot(b,v),0,1);
// Reference: getMetallicRoughnessInfo
float perceptualRough = packedORM.g;
@@ -305,8 +312,17 @@ void main()
#if DEBUG_PBR_NORMAL
color.rgb = norm.xyz;
#endif
- #if DEBUG_PBR_VIEW
- color.rgb = view_dir;
+ #if DEBUG_PBR_TANGENT
+ color.rgb = t;
+ #endif
+ #if DEBUG_PBR_BITANGENT
+ color.rgb = b;
+ #endif
+ #if DEBUG_PBR_V2C_RAW
+ color.rgb = v;
+ #endif
+ #if DEBUG_PBR_V2C_REMAP
+ color.rgb = v*0.5 + vec3(0.5);
#endif
#if DEBUG_PBR_DOT_NV
color.rgb = vec3(dotNV);