diff options
Diffstat (limited to 'indra/newview/app_settings/shaders/class3')
-rw-r--r-- | indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl | 49 |
1 files changed, 27 insertions, 22 deletions
diff --git a/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl index 82aecdfce1..ac7b5938fd 100644 --- a/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl +++ b/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl @@ -75,11 +75,12 @@ // Atmospheric Lighting #define DEBUG_PBR_AMBOCC 0 // Output: ambient occlusion -#define DEBUG_PBR_DIRECT_AMBIENT 0 // Output: da +#define DEBUG_PBR_DA_RAW 0 // Output: da pre pow() +#define DEBUG_PBR_DA_POW 0 // Output: da post pow() #define DEBUG_PBR_SUN_LIT 0 // Ouput: sunlit #define DEBUG_PBR_SUN_CONTRIB 0 // Output: sun_contrib #define DEBUG_PBR_SKY_ADDITIVE 0 // Output: additive -#define DEBUG_PBR_SKY_ATTEN 0 // Output: atten +#define DEBUG_PBR_SKY_ATTEN 0 // Output: greyscale atten.r #define DEBUG_PBR_IOR 0 // Output: grayscale IOR #define DEBUG_PBR_REFLECT0_BASE 0 // Output: black reflect0 default from ior @@ -188,6 +189,9 @@ void main() vec3 light_dir = (sun_up_factor == 1) ? sun_dir : moon_dir; float da = clamp(dot(norm.xyz, light_dir.xyz), 0.0, 1.0); +#if DEBUG_PBR_DA_RAW + float debug_da = da; +#endif float light_gamma = 1.0 / 1.3; da = pow(da, light_gamma); @@ -450,32 +454,33 @@ void main() #if DEBUG_PBR_SPEC_WEIGHT color.rgb = vec3(specWeight); #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_AMBOCC + #if DEBUG_PBR_AMBOCC color.rgb = vec3(ambocc); -#endif -#if DEBUG_PBR_DIRECT_AMBIENT + #endif + #if DEBUG_PBR_DA_RAW + color.rgb = vec3(debug_da); + #endif + #if DEBUG_PBR_DA_POW color.rgb = vec3(da); -#endif -#if DEBUG_PBR_SKY_ADDITIVE + #endif + #if DEBUG_PBR_SKY_ADDITIVE color.rgb = additive; -#endif -#if DEBUG_PBR_SKY_ATTEN - color.rgb = atten; -#endif - -#if DEBUG_PBR_SUN_LIT + #endif + #if DEBUG_PBR_SKY_ATTEN + color.rgb = vec3(atten.r); + #endif + #if DEBUG_PBR_SUN_LIT color.rgb = sunlit; -color = srgb_to_linear(color); -#endif -#if DEBUG_PBR_SUN_CONTRIB - color.rgb = sun_contrib; -#endif - #if DEBUG_PBR_V2C_RAW - color.rgb = v; #endif - #if DEBUG_PBR_V2C_REMAP - color.rgb = v*0.5 + vec3(0.5); + #if DEBUG_PBR_SUN_CONTRIB + color.rgb = sun_contrib; #endif frag_color.rgb = color.rgb; // PBR is done in linear } |