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-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/deferredUtil.glsl16
-rw-r--r--indra/newview/app_settings/shaders/class3/deferred/multiPointLightF.glsl17
-rw-r--r--indra/newview/app_settings/shaders/class3/deferred/multiSpotLightF.glsl22
-rw-r--r--indra/newview/app_settings/shaders/class3/deferred/pointLightF.glsl16
-rw-r--r--indra/newview/app_settings/shaders/class3/deferred/spotLightF.glsl14
5 files changed, 71 insertions, 14 deletions
diff --git a/indra/newview/app_settings/shaders/class1/deferred/deferredUtil.glsl b/indra/newview/app_settings/shaders/class1/deferred/deferredUtil.glsl
index 8ebf09e7da..bb1265802a 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/deferredUtil.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/deferredUtil.glsl
@@ -280,6 +280,22 @@ vec2 getScreenXY(vec4 clip)
return screen;
}
+// Color utils
+
+vec3 colorized_dot(float x)
+{
+ if (x > 0.0) return vec3( 0, x, 0 );
+ if (x < 0.0) return vec3(-x, 0, 0 );
+ return vec3( 0, 0, 1 );
+}
+
+vec3 hue_to_rgb(float hue)
+{
+ if (hue > 1.0) return vec3(0.5);
+ vec3 rgb = abs(hue * 6. - vec3(3, 2, 4)) * vec3(1, -1, -1) + vec3(-1, 2, 2);
+ return clamp(rgb, 0.0, 1.0);
+}
+
// PBR Utils
vec3 fresnelSchlick( vec3 reflect0, vec3 reflect90, float vh)
diff --git a/indra/newview/app_settings/shaders/class3/deferred/multiPointLightF.glsl b/indra/newview/app_settings/shaders/class3/deferred/multiPointLightF.glsl
index 399948459b..d8e1bba5d8 100644
--- a/indra/newview/app_settings/shaders/class3/deferred/multiPointLightF.glsl
+++ b/indra/newview/app_settings/shaders/class3/deferred/multiPointLightF.glsl
@@ -27,7 +27,10 @@
/*[EXTRA_CODE_HERE]*/
-#define DEBUG_PBR_LIGHT_TYPE 0
+#define DEBUG_ANY_LIGHT_TYPE 0 // Output red light cone
+#define DEBUG_PBR_LIGHT_TYPE 0 // Output PBR objects in red
+#define DEBUG_LEG_LIGHT_TYPE 0 // Show Legacy objects in red
+#define DEBUG_POINT_ZERO 0 // Output zero for spotlight
#ifdef DEFINE_GL_FRAGCOLOR
out vec4 frag_color;
@@ -115,7 +118,7 @@ void main()
}
#if DEBUG_PBR_LIGHT_TYPE
- colorDiffuse = vec3(0,0.5,0); colorSpec = vec3(0);
+ colorDiffuse = vec3(0.5,0,0); colorSpec = vec3(0);
#endif
final_color = colorDiffuse + colorSpec;
}
@@ -175,8 +178,18 @@ void main()
}
}
}
+ #if DEBUG_LEG_LIGHT_TYPE
+ final_color.rgb = vec3(0.5,0,0.0);
+ #endif
}
+#if DEBUG_POINT_ZERO
+ final_color = vec3(0);
+#endif
+#if DEBUG_ANY_LIGHT_TYPE
+ final_color = vec3(0.3333,0,0);
+#endif
+
frag_color.rgb = final_color;
frag_color.a = 0.0;
#endif // LOCAL_LIGHT_KILL
diff --git a/indra/newview/app_settings/shaders/class3/deferred/multiSpotLightF.glsl b/indra/newview/app_settings/shaders/class3/deferred/multiSpotLightF.glsl
index fdbeb34116..a9a2b8dcb4 100644
--- a/indra/newview/app_settings/shaders/class3/deferred/multiSpotLightF.glsl
+++ b/indra/newview/app_settings/shaders/class3/deferred/multiSpotLightF.glsl
@@ -28,8 +28,9 @@
/*[EXTRA_CODE_HERE]*/
+#define DEBUG_ANY_LIGHT_TYPE 0 // Output blue light cone
+#define DEBUG_LEG_LIGHT_TYPE 0 // Show Legacy objects in blue
#define DEBUG_PBR_LIGHT_TYPE 0 // Ouput gray if PBR multiSpot lights object
-#define DEBUG_PBR_SPOT_ZERO 0 // Output zero for spotlight
#define DEBUG_PBR_SPOT 0
#define DEBUG_PBR_SPOT_DIFFUSE 0 // PBR diffuse lit
#define DEBUG_PBR_SPOT_SPECULAR 0 // PBR spec lit
@@ -44,6 +45,7 @@
#define DEBUG_SPOT_NL 0 // monochome area effected by light
#define DEBUG_SPOT_SPEC_POS 0
#define DEBUG_SPOT_REFLECTION 0 // color: pos reflected along n
+#define DEBUG_SPOT_ZERO 0 // Output zero for spotlight
#define DEBUG_PBR_LIGHT_H 0 // Half vector
#define DEBUG_PBR_LIHGT_L 0 // Light vector
@@ -108,6 +110,7 @@ uniform mat4 inv_proj;
vec3 BRDFLambertian( vec3 reflect0, vec3 reflect90, vec3 c_diff, float specWeight, float vh );
vec3 BRDFSpecularGGX( vec3 reflect0, vec3 reflect90, float alphaRoughness, float specWeight, float vh, float nl, float nv, float nh );
void calcHalfVectors(vec3 lv, vec3 n, vec3 v, out vec3 h, out vec3 l, out float nh, out float nl, out float nv, out float vh, out float lightDist);
+vec3 colorized_dot(float x);
bool clipProjectedLightVars(vec3 center, vec3 pos, out float dist, out float l_dist, out vec3 lv, out vec4 proj_tc );
vec3 getLightIntensitySpot(vec3 lightColor, float lightRange, float lightDistance, vec3 v);
vec4 getNormalEnvIntensityFlags(vec2 screenpos, out vec3 n, out float envIntensity);
@@ -119,13 +122,6 @@ void initMaterial( vec3 diffuse, vec3 packedORM, out float alphaRough, out vec3
vec3 srgb_to_linear(vec3 cs);
vec4 texture2DLodSpecular(vec2 tc, float lod);
-vec3 colorized_dot(float x)
-{
- if (x > 0.0) return vec3( 0, x, 0 );
- if (x < 0.0) return vec3( x, 0, 0 );
- return vec3( 0, 0, 1 );
-}
-
vec4 getPosition(vec2 pos_screen);
void main()
@@ -238,7 +234,7 @@ void main()
}
#if DEBUG_PBR_LIGHT_TYPE
- colorDiffuse = vec3(0.5); colorSpec = vec3(0);
+ colorDiffuse = vec3(0.5,0,0); colorSpec = vec3(0);
#endif
#if DEBUG_PBR_LIGHT_H
@@ -324,6 +320,9 @@ void main()
amb_rgb = getProjectedLightAmbiance( amb_da, dist_atten, lit, nl, noise, proj_tc.xy );
final_color += diffuse.rgb * amb_rgb;
+#if DEBUG_LEG_LIGHT_TYPE
+ final_color = vec3(0,0,0.5);
+#endif
}
if (spec.a > 0.0)
@@ -418,7 +417,10 @@ void main()
final_color = reflect(normalize(pos), n);
#endif
#if DEBUG_SPOT_ZERO
- final_color = vec3(0);
+ final_color = vec3(0,0,0);
+#endif
+#if DEBUG_ANY_LIGHT_TYPE
+ final_color = vec3(0,0,0.3333);
#endif
//not sure why, but this line prevents MATBUG-194
diff --git a/indra/newview/app_settings/shaders/class3/deferred/pointLightF.glsl b/indra/newview/app_settings/shaders/class3/deferred/pointLightF.glsl
index 42d7407456..a1298a8409 100644
--- a/indra/newview/app_settings/shaders/class3/deferred/pointLightF.glsl
+++ b/indra/newview/app_settings/shaders/class3/deferred/pointLightF.glsl
@@ -27,7 +27,10 @@
/*[EXTRA_CODE_HERE]*/
-#define DEBUG_PBR_LIGHT_TYPE 0
+#define DEBUG_ANY_LIGHT_TYPE 0 // Output magenta light cone
+#define DEBUG_LEG_LIGHT_TYPE 0 // Show Legacy objects in green
+#define DEBUG_PBR_LIGHT_TYPE 0 // Show PBR objects in blue
+#define DEBUG_POINT_ZERO 0 // Output zero for point light
#ifdef DEFINE_GL_FRAGCOLOR
out vec4 frag_color;
@@ -156,8 +159,19 @@ void main()
{
discard;
}
+
+#if DEBUG_LEG_LIGHT_TYPE
+ final_color.rgb = vec3(0,0.25,0);
+#endif
}
+#if DEBUG_POINT_ZERO
+ final_color = vec3(0);
+#endif
+#if DEBUG_ANY_LIGHT_TYPE
+ final_color = vec3(0.25,0,0.25);
+#endif
+
frag_color.rgb = final_color;
frag_color.a = 0.0;
}
diff --git a/indra/newview/app_settings/shaders/class3/deferred/spotLightF.glsl b/indra/newview/app_settings/shaders/class3/deferred/spotLightF.glsl
index d82baf0804..41e40a07e7 100644
--- a/indra/newview/app_settings/shaders/class3/deferred/spotLightF.glsl
+++ b/indra/newview/app_settings/shaders/class3/deferred/spotLightF.glsl
@@ -28,12 +28,15 @@
/*[EXTRA_CODE_HERE]*/
-#define DEBUG_PBR_LIGHT_TYPE 0
+#define DEBUG_ANY_LIGHT_TYPE 0 // Output green light cone
+#define DEBUG_LEG_LIGHT_TYPE 0 // Show Legacy objects in green
+#define DEBUG_PBR_LIGHT_TYPE 0 // Show PBR objects in green
#define DEBUG_PBR_SPOT 0
#define DEBUG_PBR_SPOT_DIFFUSE 0
#define DEBUG_PBR_SPOT_SPECULAR 0
#define DEBUG_SPOT_NL 0 // monochome area effected by light
+#define DEBUG_SPOT_ZERO 0 // Output zero for spotlight
#ifdef DEFINE_GL_FRAGCOLOR
out vec4 frag_color;
@@ -223,6 +226,9 @@ void main()
vec3 amb_rgb = getProjectedLightAmbiance( amb_da, dist_atten, lit, nl, noise, proj_tc.xy );
final_color += diffuse.rgb*amb_rgb;
+ #if DEBUG_LEG_LIGHT_TYPE
+ final_color = vec3(0,0.5,0);
+ #endif
}
if (spec.a > 0.0)
@@ -278,6 +284,12 @@ void main()
#if DEBUG_SPOT_NL
final_color = vec3(nl);
#endif
+#if DEBUG_SPOT_ZERO
+ final_color = vec3(0,0,0);
+#endif
+#if DEBUG_ANY_LIGHT_TYPE
+ final_color = vec3(0,0.3333,0);
+#endif
//not sure why, but this line prevents MATBUG-194
final_color = max(final_color, vec3(0.0));