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-rw-r--r--indra/newview/app_settings/shaders/class3/deferred/multiSpotLightF.glsl24
-rw-r--r--indra/newview/app_settings/shaders/class3/deferred/spotLightF.glsl5
2 files changed, 28 insertions, 1 deletions
diff --git a/indra/newview/app_settings/shaders/class3/deferred/multiSpotLightF.glsl b/indra/newview/app_settings/shaders/class3/deferred/multiSpotLightF.glsl
index 09a8dbd4f1..e29e5d69a2 100644
--- a/indra/newview/app_settings/shaders/class3/deferred/multiSpotLightF.glsl
+++ b/indra/newview/app_settings/shaders/class3/deferred/multiSpotLightF.glsl
@@ -28,7 +28,15 @@
/*[EXTRA_CODE_HERE]*/
-#define DEBUG_PBR_LIGHT_TYPE 0
+#define DEBUG_PBR_LIGHT_TYPE 0 // Ouput gray if PBR multiSpot lights object
+#define DEBUG_PBR_SPOT 0
+#define DEBUG_PBR_SPOT_DIFFUSE 0 // PBR diffuse lit
+#define DEBUG_PBR_SPOT_SPECULAR 0 // PBR spec lit
+
+#define DEBUG_SPOT_DIFFUSE 0
+#define DEBUG_SPOT_NL 0 // monochome area effected by light
+#define DEBUG_SPOT_SPEC_POS 0
+#define DEBUG_SPOT_REFLECTION 0
#ifdef DEFINE_GL_FRAGCOLOR
out vec4 frag_color;
@@ -247,7 +255,21 @@ void main()
}
}
}
+ #if DEBUG_SPOT_SPEC_POS
+ final_color = pos + ref * dot(pdelta, proj_n)/ds;
+ #endif
+ #if DEBUG_SPOT_REFLECTION
+ final_color = ref;
+ #endif
}
+
+#if DEBUG_SPOT_NL
+ final_color =vec3(nl);
+#endif
+#if DEBUG_SPOT_DIFFUSE
+ final_color = vec3(nl * dist_atten * noise);
+#endif
+
}
//not sure why, but this line prevents MATBUG-194
diff --git a/indra/newview/app_settings/shaders/class3/deferred/spotLightF.glsl b/indra/newview/app_settings/shaders/class3/deferred/spotLightF.glsl
index 72ae733622..f6ab0ad428 100644
--- a/indra/newview/app_settings/shaders/class3/deferred/spotLightF.glsl
+++ b/indra/newview/app_settings/shaders/class3/deferred/spotLightF.glsl
@@ -29,6 +29,10 @@
/*[EXTRA_CODE_HERE]*/
#define DEBUG_PBR_LIGHT_TYPE 0
+#define DEBUG_PBR_SPOT 0
+#define DEBUG_PBR_NL 0 // monochome area effected by light
+#define DEBUG_PBR_SPOT_DIFFUSE 0
+#define DEBUG_PBR_SPOT_SPECULAR 0
#ifdef DEFINE_GL_FRAGCOLOR
out vec4 frag_color;
@@ -142,6 +146,7 @@ void main()
vec3 diffuse = texture2DRect(diffuseRect, tc).rgb;
vec4 spec = texture2DRect(specularRect, tc);
vec3 dlit = vec3(0, 0, 0);
+ vec3 slit = vec3(0, 0, 0);
if (GET_GBUFFER_FLAG(GBUFFER_FLAG_HAS_PBR))
{